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The Hobbit: Over Hill and Under Hill - How It Has Changed the Game

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Microbadge: 5 Year Geek VeteranMicrobadge: Hanabi fanMicrobadge: Battlestar Galactica fanMicrobadge: The Lord of the Rings: The Card Game fanMicrobadge: LotR:LCG fan - I build Resource Engines!
The Hobbit: Over Hill and Under Hill is the first foray into a new category of expansions: the Saga Expansion. This is nearly indistinguishable from a Deluxe Expansion for all practical purposes beyond there being no intention to have a chain of expansions that depend on it. There is slightly more continuity between the quests, but I found these aspects to not be significant. Of course, there is nothing wrong with simply being another Deluxe Expansion. I just want to emphasize that I find this Saga Expansion to be definitively NOT game changing as it relates to the basic game format. On the other hand, the quests and player cards certainly provided us plenty to think about as we go deck building and questing.

At first glance, the quests present some reruns. The first quest in particular is highly reminiscent of Conflict at Carrock. A pile of nasty trolls is set aside at the start. The separate sack encounter deck is a bit of a twist on a familiar Carrock concept. But our evil encounter deck designers learned some key lessons from when they last charged at our heroes with a band of plainly named trolls.

The “turtle ambush” approach was a highly effective strategy where you delay advancing to the next stage of the quest while piling up allies and attachments. Carrock was supposed to be a 7 difficulty, but it wasn’t too hard to “game” it in such a way that many would argue it was closer to a 4. Thus far, I’ve found this approach significantly more difficult with Tom, Bert, and William. Firstly, the deck is much more treachery heavy than Carrock. This makes it much harder to predict the correct amount of questing to avoid over-questing and not take on additional threat. Once you finally get there, the trolls start engaging at lower threat levels, the sack effects may screw up key pieces of your ambush, and finally you can’t gang tackle them with a swarm of allies. So the brute force attack method doesn’t work nearly as well. They also protect the trolls from indirect attacks by having them be immune in the staging area per William’s ability and keeping attachments off of them thanks to Bert. In the end, it is very difficult to construct a safe strategy for taking out the trolls reliably – which is a well thought out game design.

Of course, you don’t have to kill the trolls, and bypassing them is by far the easier option. The quest is well constructed such that there are actual choices in how you approach the quest. You can choose to kill the trolls, or slip by them. And you can also choose to try to steal the treasure trove, or ignore it entirely. This versatility is actually pretty neat. But to add on one notable quibble with an otherwise strong quest, the 3B quest card is ridiculously anticlimactic when played through the first time. If anything it reminded me of Rhosgobel which also had the “oh by the way, the game is over now” approach which irks me rather significantly.

The second quest also gives the impression of a rerun. Visions of hill trolls from the Anduin river come to mind as you dance around a Stone Giant at the scenario’s outset. Anduin comparisons continue as the scenario culminates in a battle with a swarm of enemies. But there are a couple of key differences. First, the threat at which the Stone Giant engages is much more merciful. This allows for a bit more flexibility in the early portion of the quest because at face value, you can simply hide from the Giant. However, since his threat is so high (4), you need a fair amount of questing to make up for it. Plus the Giant may engage you unexpectedly. Anduin has always been one of my favorite quests, but the reality is that its difficulty has been eroded with the improved player cards. At this point, it just isn’t very difficult. I expect this quest to replace Anduin in my rotation since it is significantly more challenging and the attacks of the goblins are much more aggressive and unyielding than the supposed ambush that occurs at the end of Anduin (which is easily foiled and doesn’t have reinforcements).

The second quest also does a good job of putting the players in a bind. Ideally you would power up for the fight with the goblins at the end of the quest, but the Stone Giant and treacheries make that rather difficult. The goblin assault itself definitely can have the feel of dealing with waves of goblin attackers. We’ve had multiple slow battles of attrition, where we would just barely stay on top of the goblin swarms while eeking out progress tokens and/or damage to the Great Goblin. All in all, top notch stuff.

In stark contrast to the first two quests, I really didn’t like the third quest. The gaming element introduced is essentially driven by a guessing game where knowledge of your deck’s composition is the only element of skill. I don’t find this fun. Bleh. To the box of shame! Where you shall keep Rhosgobel and Passage through Mirkwood company.

Trending Up

Dwarves - Massive reinforcements for the dwarves. 7 of the 17 cards share the dwarf trait, likely with more are to come in the second Hobbit Saga expansion. Dori is stunningly fantastic with the greatest weakness that I want him in all of my decks. Not only does he have a great hero saving ability, but he has an affordable 2 attack for Lore. In many ways, he is a cheaper version of Landroval with no once a game limitation (and hence having 3 in your deck is certainly not a waste). It has gotten pretty easy to roll out a couple of decks with near Dwarven racial purity that are rather well rounded with minimal exceptions. Hopefully the Heirs of Numenor cycle will finally give us a competitor to the dwarven racial dominance because there is no other race in the same stratosphere.

Tactics - While all of the spheres got some highly effective cards, this is first impressive batch of Tactics cards we've seen (possibly ever) including much needed card draw (Foe Hammer) and questing (Bofur) reinforcements.

Hama - Gets a huge boost with Foe Hammer and Goblin Cleaver, both being excellent event cards to repeat. Foe Hammer is exactly what Hama needed to deal with his unquenchable thirst for cards.

Weapons - Foe Hammer and Goblin Cleaver are strong cards, but you need a weapon in play to use em. Add on the new Bofur and suddenly old staples like the dwarven axe and blade of gondolin look much more handy. But it exposes a rather significant problem: we need MORE WEAPONS!! There are only 5 available right now, 3 of which have significant limitations on who can use them. It never occurred to me how sparse it truly was. The race of men haven't been reinforced with weapons or armor since the core set. I fully expect that to change with Heirs of Numenor and it should! I'll go so far as to say I will be disappointed if we don't get at least a weapon or two in the deluxe expansion with 1 or 2 others during the cycle. Weapons and armor are thematic, fun, and already have multiple interactions with their key words.

Threat reduction - The first quest goes after your threat pretty hard. Between numerous doomed cards, a threat increasing treachery, and plainly named trolls ready to chomp on your characters, threat reduction is very very handy to have on this quest. It may be very well requisite if you choose the "turtle ambush" route since your threat tends to bleed up quickly particularly if you are trying to not over quest. Also if you choose to sneak past the trolls, you desperately need the threat reduction to keep them from engaging. And then of course ample threat reduction is needed to fully use the new Gandalf.

Big attackers (e.g. Gimli, Erebor Battle Master, Beorn) and attack boosters (e.g. Dunedain mark or dwarven axe) - Tom's power is rather obnoxious as it prevents you from ganging up on the trolls with a bunch of low attackers. To kill a troll in any kind of reasonable timeframe, you need to be able to amass a large amount of attack power on a single character.

Treachery cancellation
- While none of the treacheries come anywhere close to the ridiculousness of the worst of Road to Rivendell, there are some very impactful ones such as Wind-Whipped Rain (attachment discarding), Roast Em or Boil Em (damaging allies), and A Nice Pickle (threat increase or more revealed cards), Galloping Boulders (deadly to some questing heroes most notably Eowyn) etc. All of these can be quite destructive and you certainly won't be staring at that test of will in your hand wondering if you'll have a worthy target.

O Elbereth! Githonial! - Bam! No more troll, Stone Giant, or Great Goblin, assuming you don't draw it again. This ace in the hole is going to have some studly uses at times and there are certainly times available here.

Thalin - aka "The Crow Killer"

Power Curving – A Very Good Tale is an immensely strong option for a mid game power curve push. This is the strongest addition to Leadership since Timely Aid and is probably superior to Timely Aid outside of a secrecy deck.

Trending Down

Bilbo (Lore hero) - I hope you didn't have Bilbo as a critical member of your deck, because he is not welcome in the whole expansion. As a guy that likes to build general purpose decks, this is a HUGE blow as it essentially takes Bilbo out of play for me. To make matters worse, Bilbo is a rather "integrated" hero when it comes to deck construction. He can't be swapped out without deck reconstruction if you intend to use hobbit targeted attachments (fast hitch, ring mail, good meal). And there is really only one hero that can swap to emulate the card drawing (Beravor). So he goes in the box. Tis a shame, I was just beginning to appreciate him after the Beravor nerf . . .

Swift Strike - Inferior to Goblin Cleaver in almost every way with the modest exception of not needing a weapon. This card struggled to squeeze into my decks previously, now it doesn't get a look.

Dwalin - Nori in most cases can be considered a straight up upgrade. His threat reduction is not quest dependent and hence is more easily controlled, and he is a stronger quester. I tend to use Dwalin as an attacker, but this isn't because he is particularly good at it. Other than possibly taking advantage of orc heavy quests, I see no reason to have Dwalin on the table if Nori isn't.

Miner of the Iron Hills – So this time the bad attachments are Objective attachments. Methinks that this dwarf has long since peaked in usefulness. I could easily see cutting him out of my decks if more Lore dwarves are introduced.

A Common Cause
- Cram is a same sphere upgrade. Spare Hood and Cloak is a repeatable version of it.

Strider's path - When this card came out, I thought I would use it more than I have (which is barely at all). The effect is rather handy in numerous situations, but ultimately it suffers from being an event. Thror's Map is a repeatable version of this at this same cost and becomes a must add for any deck with lore.

Events in general - A follow comment to the previous two. Events are just inherently weaker especially with further introductions of attachments or allies with repeatable powers. I'd love to see events gain another synergy other than Hama and good meal. It is an area of creative opportunity for the game to develop. Hama was a fantastic introduction to the game since it opened up a range of unique strategies. Decks that focus on events can play very very different than the traditional power curve decks.

Maintaining interest in the game – It has been over 6 weeks since spoilers went out for all of the Hobbit cards. I designed my decks at that time but didn’t really get to play them for a while since I had significant trouble getting my copy of the hobbit. I spent over 2 weeks of that time just waiting to get my hands on it. But ultimately the trail of news has been quite quiet over the past 6 weeks. And what little news has had minimal impact on the game from a strategic perspective. Don’t get me wrong, I am very excited about both Lake-town and Heirs of Numenor. From an encounter deck perspective, they may well be the first encounter sets that I am actually looking forward to since Massing at Osgiliath. And I am excited about the potential for Heirs to create a whole new deck theme that works. But the actual reveals that have occurred have been exceedingly minimal and not very impactful. My decks from 6 weeks ago appear to still be relevant with essentially no modifications needed even if I pull in revealed cards. My decks previously had a peak shelf life of 2-3 weeks before a reveal required me to rethink things. Deck building is a huge part of the appeal of this game for me. And the lifeblood of fresh deck building is a continued influx of cards. With a dip in deck building, the reality is that I’ve focused a lot of my time on other things lately. The good news is that FFG can take solace in knowing that I’ll be sucked right back in as reveals for Numenor leak out. But I do wonder if others have taken advantage of this break in activity to go find something else to do and perhaps they won’t be as eager to come back. In principal, I like the deluxe/saga expansion approach, I think it gives FFG more versatility in quest design and player card interaction. But it does have a significant downside of creating these valleys on the LOTR LCG road, where some may not bother to climb up the other side.

Deck Snapshot

With 2 core sets, there are 5 different cards that need to be proxied to fund the 6 below decks for a total of 18. The game has for the most part done an excellent job setting up a truly rich variety of cards to use for most facets of the game. While some are arguably superior, the step down isn’t huge. There are a few notable weaknesses though:
11 A Test of Will – There are no other options and encounter decks continue to have plenty of nasty treacheries. I need 11 of these to make the decks below (with two core sets). Another option is needed badly.
1 Light of Valinor – There are two fantastic targets for this card: Glorfindel and Elrond. I think that any deck with Glorfindel really needs 3 of these. And 1 in an Elrond deck is very handy. UC is a decent replacement, but rare as well. Any other card is a substantial step down in action advantage which Elrond desperately needs to justify his threat. I can almost be happy with Miruvor as a replacement, and perhaps I’ll swing back around to it at some point. I just hate how it is a resource drain both on card draw and resources.
2 Steward of Gondor – With the fall of Ziggy, it is hard to fund 6 decks without powering a couple with Steward. And if you are going to do that, you need 3 in each deck. Resource generation continues to be hard to come by particularly in such a globally applicable form as we get with SoG. Outside of dwarves (Thorin and We are Not Idle) there has been very little added. Although, I can understand the hesitation since the last thing you want to do is create another Zigil Miner fiasco.
2 Sneak Attack – Sneak Attack Gandalf fills three key needs - threat reduction, card draw, and direct damage. It is really hard to replace that particularly with an efficient deck footprint. The addition of Nori finally pushed me away from the sneak attack Gandalf combo in my Dwarf decks. But ultimately the list of impactful threat reducers is relatively small (Nori, Galadhrim’s Greeting, Loragorn, Gandalf, and possibly Elrond’s Council). It is very easy to burn through all of those and while there are a few others available, they come with undependable restrictions and minimal reductions. The introduction of another Gandalf is excellent addition as it makes sense to build around the new Gandalf as well and hence move away from the sneak attack combo – but unfortunately it also exacerbates the need for threat reduction.
2 Unexpected Courage – Two decks each with a pair of this uber card. Per the Light of Valinor description, it is not easily replaced. To make matters worse, it ended up having the right cost for Zigil Miner usage in the Dwarf Support deck. Still, it was one of the last cards I added, so I expect to cut this out of the Dwarf deck some time soon.

Dwarf Swarm
The Dwarf theme has gotten very very strong. I love Bifur, but Ori synergizes better with his dwarven friends. This is a paired deck with the Dwarf support deck as it requires a Steward from the support deck to boost Lore resource collection. Erebor Battle Master should be the prime target of red resource. A splash of a couple of resources from We Are Not Idle is likely needed to start cranking out Veteran of Nanduhirion in a timely manner. With a Steward in place along with a Legacy of Durin and/or a couple of dwarves to trigger Ori’s power, this becomes a beastly engine. 27 of the 50 cards are dwarves. In addition, Stand and Fight can be used to resurrect a lost dwarf or a discarded dwarf from the support deck. And remember that while these do not count for card draw from Legacy of Durin, they do cause threat reduction with Nori. An early Steward and a couple of damage minimal turns will practically guarantee a steep power curve. I prefer a Legacy of Durin in my opening hand, but a Bofur for repeated threat reduction (with Nori) or a good selection of cheap dwarves (Record Keeper and Axehand) might be just as good or better. Re-roll for an EBM if a big enemy threat hungers for dwarven blood from the start and plan on killing it turn 3 where an attack of 6 or more is easily attainable. The Ancient Mathom and Gleowine are mostly intended to assist in card draw on the support deck which tends to have plentiful resource.

Hero (3)
Gimli (Core) x1
Nori (OHaUH) x1
Ori (OHaUH) x1

Ally (31)
Bofur (TRG) x3
Bombur (RtR) x1
Erebor Battle Master (TLD) x3
Erebor Hammersmith (Core) x3
Erebor Record Keeper (KD) x3
Longbeard Map-Maker (CatC) x2
Miner of the Iron Hills (Core) x3
Veteran Axehand (Core) x3
Veteran of Nanduhirion (KD) x3
Warden of Healing (TLD) x3
Dori (OHaUH) x3
Gleowine (Core) x1

Attachment (7)
Legacy of Durin (TWitW) x3
Ever My Heart Rises (TLD) x1
Thror's Map (OHaUH) x1
Ancient Mathom (AJtR) x2

Event (12)
A Test of Will (Core) x3
Hail of Stones (RtR) x3
Hasty Stroke (Core) x3
Stand and Fight (Core) x3

Dain dwarf support hobbit edition
The goal here is to get the swarm rolling. Per above, the Steward goes to the other board as will likely resources from We Are Not Idle. The Steward should be mulliganed for in all but the most aggressive encounter decks. Beyond the cross assistance, this deck should work towards creating a defensive haus out of Dain. With Dunedain Warning, Ring Mail, and/or Arwen, Dain can quickly handle just about any assault even if shadow modifiers boost the attack. That said, on some quests, more than a couple boosts is complete overkill and resources are best directed elsewhere such as putting a Ring Mails on Veteran of Nandurion (also a very capable defender if properly supported and boosted) which allows for a stud defender on the swarm board. UC on Dain will allow multiple defenses as well as readying to assist in boosting other attacks. Dwalin should be equipped with weaponry particularly if Orcs lurk. Ideally Dain blocks and Dwalin with Axehand support takes em down. The Zigil Miner has a pretty good chance of hitting on “2” (26 of the 50 cards cost 2) if resources are needed, although he is primarily included for his dwarven synergy. Threat can be a problem with this deck if Dwalin can’t thwack orcs, Wandering Tooks can be used to balance threat with the Swarm deck which will always have a steady stream of threat reduction. While Thalin, the Gondorian Spearman, and Hail of stones offer indirect ways of slicing up enemies, Dain is protected against the particularly nasty shadow effects from conventional attacks with the 4 Hasty Strokes included in the two decks. The non-dwarven cards point out the key areas of improvement needed for dwarven racial purity. The most notable need is healing as the dwarves are built for direct confrontation and even more so with the Veteran of Nandurion coming into play already damaged. Dwarves are also quite weak at indirectly dealing with locations in the staging area. Ancestral Knowledge could be used, but I find this card immensely weak. Bombur is not particularly reliable. These are quibbles really. The dwarves are quite well rounded on their own.

Hero (3)
Dwalin (KD) x1
Dain Ironfoot (RtM) x1
Thalin (Core) x1

Ally (23)
Arwen Undomiel (TWitW) x2
The Riddermark's Finest (THoEM) x3
Longbeard Elder (FoS) x2
Wandering Took (Core) x3
Veteran Axehand (Core) x3
Gondorian Spearman (Core) x3
Zigil Miner (KD) x3
Fili (OHaUH) x2
Kili (OHaUH) x2

Attachment (18)
Steward of Gondor (Core) x3
Hardy Leadership (SaF) x2
Dunedain Warning (CatC) x3
Dwarven Axe (Core) x2
Ring Mail (TLD) x3
Unexpected Courage (Core) x2
Ancient Mathom (AJtR) x1
Dwarrowdelf Axe (KD) x2

Event (9)
A Test of Will (Core) x3
Hasty Stroke (Core) x1
Lure of Moria (RtR) x2
We Are Not Idle (SaF) x3

Elrond and the Eagles
I decided to collapse the Elrond deck pair back into one and go with my original preferred Elrond alignment. I love being able to play eagles with only 1 Tactics hero by using Elrond’s resource versatility. While I am a big fan of Tactics heroes and Eagles in theory, I’ve found starting a deck with 2 Tactics heroes to be a path fraught with issues. Standard Elrond tricks apply. Get out Vilya and/or a Master of the Forge to go fishing for it. Optimize Vilya plays with Imradris Stargazer. At first glance, the deck is weak on healing, but Radagast and Silvan Tracker provide healing to a large number of characters (including Legolas), and Frodo has his own way of avoiding damage. Admittedly, the argument is almost certainly valid that Warden of Healing is a better choice than Silvan Tracker. But the choice was made to avoid proxies, plus there are a lot of “support” allies in the deck already that don’t really do anything to the encounter deck card economy (MotF and Stargazer). Legolas is the primary killer particularly if boosted or using the Hands Upon Bow event while Elrond, Frodo, or Eagles defend attacks. Threat reduction is a weakness of this deck with Gandalf being the only available. Glorfindel probably is a more optimal choice over Frodo both thematically and from an uber-deck perspective, but I really like Glorfindel and his attachments in a secrecy deck. Ultimately I find it rare that a deck “isn’t” better off with Glorfindel rather than some other hero which certainly suggests that he is indeed overpowered. But I grow tired of playing the Glorfindel game in every deck.

Hero (3)
Elrond (SaF) x1
Frodo Baggins (CatC) x1
Legolas (Core) x1

Ally (29)
Arwen Undomiel (TWitW) x1
Elfhelm (TDM) x1
Gandalf (Core) x2
Imladris Stargazer (FoS) x3
Landroval (AJtR) x1
Master of the Forge (SaF) x3
Northern Tracker (Core) x3
Descendant of Thorondor (THoEM) x3
Eagles of the Misty Mountains (RtM) x3
Radagast (AJtR) x1
Vassal of the Windlord (TDM) x3
Winged Guardian (THfG) x3
Silvan Tracker (TDM) x2

Attachment (15)
A Burning Brand (CatC) x1
Fast Hitch (TDM) x3
Light of Valinor (FoS) x1
Unexpected Courage (Core) x2
Vilya (SaF) x3
Support of the Eagles (RtM) x2
Rivendell Blade (RtR) x2
Thror's Map (OHaUH) x1

Event (6)
A Test of Will (Core) x3
Hands Upon the Bow (SaF) x3

3 hero secrecy
I’ve toyed with this combo before, but I am finally beginning to actually like it. O Elbereth! Githonial! Is just an incredible ace in the hole to have at your disposal even if it does result in a threat hit. Timely Aid or Sneak Attack Gandalf are ideal openers, although a Light of Valinor is also very helpful and in some cases preferable. Beorn is intended to be played through Timely Aid or A Very Good Tale. Gildor can rig the deck to make this occur with Timely Aid and/or put him back into the deck rotation if drawn for a play with A Very Good Tale. He is also a strong option for sneak attack and can be recycled into the deck for possible permanent play later. Keeping your threat under 20 early on needs to be a priority and is done with Gandalf plays and Elrond’s Counsel. Resourceful is a natural match for this deck, but I’ve found it to be an ineffective choice. With Theodred and the secrecy discounts, resources are not generally a problem. Perhaps with some additional card draw the engine could be cranked up a notch with Resourceful, but I found this thinned out the allies and/or the high impact secrecy events too much. So the deck counts on high impact card play without an overdriven economy where roughly half the deck are cheap secrecy/event cards and the other half are expensive allies. These balance out for a reserved but effective economy while also deploying game changing cards rapidly in the early game.

Hero (3)
Bifur (KD) x1
Glorfindel (FoS) x1
Theodred (Core) x1

Ally (23)
Dunedain Wanderer (RtR) x3
Elfhelm (TDM) x1
Erestor (TLD) x1
Faramir (Core) x1
Gandalf (Core) x3
Gildor Inglorion (THoEM) x2
Gleowine (Core) x1
Haldir of Lorien (AJtR) x1
Henamarth Riversong (Core) x1
Longbeard Map-Maker (CatC) x1
Northern Tracker (Core) x1
Beorn (Core) x2
Rider of the Mark (RtR) x2
Silverlode Archer (Core) x1
Daughter of the Nimrodel (Core) x2

Attachment (5)
Asfaloth (FoS) x2
Light of Valinor (FoS) x3

Event (22)
A Test of Will (Core) x3
Elrond's Counsel (TWitW) x3
O Elbereth! Gilthonial! (SaF) x2
Out of Sight (TLD) x3
Risk Some Light (SaF) x3
Sneak Attack (Core) x3
Timely Aid (TRG) x3
A Very Good Tale (OHaUH) x2

Hama with a little help from Gandalf
Man do I love what they have done for Hama. This deck is built for him to be a combat stud armed with weapons and Dunedain Mark’s for easy dispatches of enemies while triggering his event recycling abilities. Eowyn paired with Gloin, Theodred or Thorin (depending on the scenario) offers strong questing support. When hill trolls or other grim threats lurk at the 30 threat level, Gloin or Theodred are the obvious choices and Theodred is certainly strongest thematically. Otherwise it is hard to pass up the initial questing of 7 (+ discards) that Thorin and Eowyn offer while having the luxury of a 5 health hero Thorin to soak hero targeting damage (Gollum’s Bite comes to mind). The deck also aims to spam Gandalf with sneak attack and Born Aloft which provides access to card draw for Hama if Foe Hammer can’t be set up. An opening deal of a feint is very strong if nasty enemies lurk.

Hero (5)
Hama (TLD) x1
Eowyn (Core) x1
(Pick one depending on the quest)
Gloin (Core) x1
Theodred (Core) x1
Thorin Oakenshield (OHaUH) x1

Ally (17)
Gandalf (Core) x3
Gondorian Spearman (Core) x3
West Road Traveller (RtM) x3
Kili (OHaUH) x1
Fili (OHaUH) x1
Bofur (OHaUH) x2
Rider of the Mark (RtR) x1
Wandering Took (Core) x1
Eomund (CatC) x1
Faramir (Core) x1

Attachment (15)
Born Aloft (CatC) x3
Celebrian's Stone (Core) x1
Dunedain Mark (THfG) x3
Dwarven Axe (Core) x2
Spare Hood and Cloak (OHaUH) x3
Blade of Gondolin (Core) x3

Event (18)
A Test of Will (Core) x3
Quick Strike (Core) x3
Sneak Attack (Core) x3
Goblin-cleaver (OHaUH) x3
Foe-hammer (OHaUH) x3
Feint (Core) x3

Beorn Doesn’t Care About Threat
With a starting threat of 34, this deck has no interest in hiding from the enemies. Beorn takes on any initial attackers while Aragorn buffs up with attachments and/or the new Gandalf comes into play to take over as defenders. Aragorn’s threat dropping power and repeated galadhrim’s greetings are there to keep your threat under 50. The Sword will allow for end game questing. This deck is built a bit on leftovers and could be powered up substantially with reckless disregard for proxies, but even in its current form it presents a slightly different flavor from the usual “tip toe around the trolls” approach that I am used to.

Hero (3)
Aragorn (TWitW) x1
Beravor (Core) x1
Beorn (OHaUH) x1

Ally (23)
Erebor Hammersmith (Core) x1
Gildor Inglorion (THoEM) x1
Gleowine (Core) x2
Haldir of Lorien (AJtR) x2
Miner of the Iron Hills (Core) x1
Rivendell Minstrel (THFG) x3
Silvan Tracker (TDM) x1
Trollshaw Scout (FoS) x3
Bofur (OHaUH) x1
Daughter of the Nimrodel (Core) x3
Gandalf (OHaUH) x3
Henamarth Riversong (Core) x1
Ravenhill Scout (TRG) x1

Attachment (18)
A Burning Brand (CatC) x2
Song of Kings (THFG) x2
Sword that was Broken (TWitW) x3
Protector of Lorien (Core) x2
Song of Mocking (TDM) x1
Song of Travel (THoEM) x2
Thror's Map (OHaUH) x1
Steward of Gondor (Core) x3
Celebrian's Stone (Core) x1
Citadel Plate (Core) x1

Event (9)
Daeron's Runes (FoS) x3
A Very Good Tale (OHaUH) x1
Dwarven Tomb (Core) x2
The Galadhrim's Greeting (Core) x3
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