Two-Handed Decks

By PsychoRocka, in Strategy and deck-building

Elrond's Progeny
Heroes:
Arwen Undomniel - 9
Elrohir – 10
Elladan - 10
Starting threat – 29
Allies: (18)
3x - Naith Guide
1x - Galadriel
1x - Orophin
1x - Erestor
1x - Gimli
3x - Envoy of Pelargir
3x - Gandalf (Core)
1x - Treebeard
3x - Derndingle Warrior
1x - Legolas
Attachments: (19)
3x - Steward of Gondor
2x - Dunedain Warning
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
3x - Elven Mail
2x - Rivendell Bow
Events: (12)
3x - Sneak Attack
3x - Feint
3x - Elven Light
3x - Lords of the Eldar
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total

Elrond and Co.

Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (17)
3x - Galadhrim Minstrel
3x - Warden of Healing
2x - Wandering Ent
2x - Wellinghall Preserver
1x - Henamarth Riversong
1x - Quickbeam
1x - Gildor Inglorion
3x - Galadriel's Handmaiden
1x - Lindir
Attachments: (19)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
2x - Miruvor
2x - Light of Valinor
3x - Cloak of Lorien
1x - Unexpected Courage
Events: (13)
2x - Gildor's Counsel
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
2x - The Galahadrim's Greeting
Side Quests: (2)
1x - Gather Information
1x - Double Back
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
Completely forgot that as I made all the other recent changes I also swapped out the 3 copies of Daeron's Runes for 2 copies of The Long Defeat and a single copy of Gildor Inglorion. I also ended up changing one of the three copies of Gildor's Counsel to a copy of the new Lindir ally. Gildor is fantastic when Lords of the Eldar is triggered (being Noldor) and is also far easier to play now with Arwen's resource acceleration. Simply give Elrond an extra resource and you can play Gildor after saving Lore resources for just one turn instead of two. He is an excellent recipient of Burning Brand (alongside Elrond if you don't need him to quest or get UC on him and less so Wellinghall Preserver) as well as being an excellent quester and even has a great ability if you don't use his stellar stats for anything. Lindir is cool because he can draw his deck a few cards and has decent stats as well. Due to being Noldor he is also boosted by Lords of the Eldar and could quest for 3, attack for 2 or even defend with 3 def and 2 health in a round Lords of the Eldar has been triggered which is pretty useful.
Time for a bunch of new small changes to further mold both decks with the recent hero change from Sam to Arwen and the overall Noldor theme that is now present!
I am loving Lords of the Eldar the more I play with it and so am trying to include as many viable Noldor allies as possible to further boost its power and effect. I had a hilarious moment in the victory I recently (and finally) got against Battle of Carn Dum where the treachery that makes you discard a card in your hand and then every other copy still in your deck randomly discarded Lords of the Eldar which can only be played from my discard pile anyway.
Used the copy that was discarded from my hand the next turn and then still had two more I could use if need be. Silly encounter deck! I am actually really hopeful that we get some other Noldor exclusive card that provides some sort of special boost and rewards you for playing with multiple Noldor heroes and/or even Noldor allies. Another across the board boost might be too powerful when combined with Lords of the Eldar but considering how restrictive Lords of the Eldar is (after used from the discard pile it is put back on the bottom of your deck) they could still probably do something like this without it being too broken. Perhaps something that only boosts one Noldor character but does so based on how many Noldor characters are in play could be another option? Either way I am hoping that we get a few more Noldor exclusive cards in the coming cycle to further boost my decks. Anyway, on to the changes!
So first off I changed the two copies of Dunedain Mark to two copies of Rivendell Bow. So often Glorfindel could be utilized to attack enemies engaged with the other deck when he has light of valinor attached and the bow enables him to do so. It can also alternatively help Elladan attack enemies engaged with the other deck in a pinch. Although the Mark provides an attack buff the bow can allow an extra character to participate in an attack so in essence provides more of an attack boost in a way.
I also changed the single copy of Faramir to a copy of Erestor..
Yes Faramir is extremely powerful but he is honesty overkill the majority of the time he even sees play in a game. As well as this Erestor is far more thematic in the decks and is buffed by Lords of the Eldar. His ability is quite useful as well and now that Arwen is one of the heroes of the deck and there is so much more card draw due to Elven Light it is even more useful than in the past as there will usually be more viable cards to discard and it will only further fuel an already powerful card draw engine. The discard is also less bad with Lords of the Eldar and Elven Light in the decks as great cards to discard without any real loss. This was a hard change to make and I did it for more thematic reasons than anything I think... still firm in my decision though!
Made some minor other changes to the Elrond/Glorfindel/Haldir deck. Took out both copies of The Long Defeat (begrudgingly after realising there was really nothing else that could come out..) as well as one copy of Wandering Ent and put in a third copy of Cloak of Lorien (simply not enough defense buff cards anymore after the Arwen ally came out of the decks for the hero) and two copies of Miruvor. The third copy of Cloak of Lorien is not only so that it appears more consistently but also so that a second copy can be placed on Elrond if possible. Similarly a second copy of Elven Mail and Gondorian Shield (Both of which are x3 in the other deck) can be placed on Elrond. The final piece to this are the new copies of Miruvor and the copy of Unexpected Courage in this deck.
Essentially due to the loss of the Arwen ally in the decks there are many games where Elven Mail is not drawn till late game and Sentinel does not get set up on Elrohir until that point. To counter this Elrond is now a defender for this deck and not just a quester anymore. Unexpected Courage is just perfect if you draw the one copy (I have one copy only.. so anyone who plays my decks and has more than one copy or uses OCTGN definitely replace miruvor with just two more UC) and Burning Brand is amazing (and a little more dependable at 2 copies) but Miruvor is the perfect card to complete this particular strategy.
You get Miruvor on Elrond and continue to quest with him, if the other deck (which is the combat deck) is not able to engage on all enemies or does not have sentinel set up on Elrohir or a Derndingle Warrior/Gimli out to defend for this deck then you use Miruvor to ready Elrond and place it back on top of your deck (or discard it and get another effect out of it if you are about to get sentinel on Elrohir) and he steps up to defend. If he is not needed to defend then you just leave it and save Miruvor for emergency defense duties. The best part of this is that many quests these days have big boss enemies towards the end that attack all players/decks during the combat phase rather than just one so even if you do have Sentinel set up on Elrohir, Elrond can defend for this deck with a Burning Brand attached and cancel shadow effects whilst still having almost the same defense value as Elrohir. This helps negate shadow effects from boss attacks which can be insanely useful and can take a lot of pressure off Elrohir. Very handy and I'm glad I'm getting more out of Elrond than ever before and utilizing both his excellent willpower and defense values and his ability to receive Burning Brand as well as the spare copies of most of the other attachments Elrohir receives (Shield, Elven Mail and Cloak but not Steward). This means anytime you do get second copies of these defensive attachments they are no longer just useless cards but can be placed straight on Elrond as you know that with Miruvor or UC these attachments won't be wasted.

Will post a short strategy entry on how the new decks are used soon. Nothing special, just a breakdown of how I utilize each card and the roles each hero plays within its respective deck as well as its role for both decks overall. Hope you enjoyed the read and the changes and I encourage anyone to give me feedback or post your opinions, always looking for constructive criticism or new ideas!
Edited by PsychoRocka

It's really really amazing how different these decks are from the originals. 8 pages of evolution will do that, huh? Anyway, your totals for each category are way off for the first deck; should be 18 allies, 19 attachments, and 12 events.

Yeah man they are so different from what I was originally using haha. It is a pretty interesting evolution of them as new quests and player cards were released.

Thanks for catching that, I'll fix it up now =)

Elrond's Progeny
Heroes:
Arwen Undomniel - 9
Elrohir – 10
Elladan - 10
Starting threat – 29
Allies: (20)
3x - Naith Guide
1x - Galadriel
1x - Orophin
1x - Erestor
1x - Gimli
3x - Envoy of Pelargir
3x - Gandalf (Core)
1x - Treebeard
3x - Derndingle Warrior
2x - Marksman of Lorien
1x - Legolas
Attachments: (17)
3x - Steward of Gondor
2x - Dunedain Warning
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
3x - Elven Mail
Events: (12)
3x - Sneak Attack
3x - Feint
3x - Elven Light
3x - Lords of the Eldar
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total

Elrond and Co.

Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (17)
3x - Galadhrim Minstrel
3x - Warden of Healing
2x - Wandering Ent
2x - Wellinghall Preserver
1x - Henamarth Riversong
1x - Quickbeam
1x - Gildor Inglorion
3x - Woodland Courier
1x - Lindir
Attachments: (19)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
2x - Miruvor
2x - Light of Valinor
3x - Cloak of Lorien
1x - Unexpected Courage
Events: (13)
2x - Gildor's Counsel
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
2x - The Galahadrim's Greeting
Side Quests: (2)
1x - Gather Information
1x - Double Back
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
Made some small changes/additions based on some of the newly revealed Silvan allies

Looks like you took out the Rivendell Bows to add the Marksman... Sensible enough, replacing cards that give your characters Ranged with two characters who already have Ranged.

Also replaced the Handmaidens with the Couriers. Location control more important that threat control?

Sorry about the delayed response joezim. Yeah I figured taking out the bows for this very powerful new silvan ally was the way to go. The ally has 3 attack so has just as much base attack as the heroes the rivendell bow would normally go on (Glorfindel or Elladan) and also has his ability which is a nice extra touch and can help take down an especially tough foe. He also has 2 hitpoints so doesn't die from 1 damage to all characters effects.

I have actually reversed the change from the Handmaidens to the Couriers. Willpower is simply king and there are some other new changes that the Handmaidens have come back in to support as well!!

TRIAL CHANGES

Elrond's Progeny
Heroes:
Arwen Undomniel - 9
Elrohir – 10
Elladan - 10
Starting threat – 29
Allies: (20)
3x - Naith Guide
1x - Galadriel
1x - Orophin
1x - Erestor
1x - Gimli
3x - Envoy of Pelargir
3x - Gandalf (OhaUh)
1x - Treebeard
3x - Derndingle Warrior
2x - Marksman of Lorien
1x - Legolas
Attachments: (20)
3x - Steward of Gondor
2x - Dunedain Warning
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
3x - Elven Mail
2x - Gandalf's Staff
1x - Shadowfax
Events: (9)
3x - Feint
3x - Elven Light
3x - Lords of the Eldar
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total

Elrond and Co.

Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (15)
3x - Galadhrim Minstrel
3x - Warden of Healing
2x - Wellinghall Preserver
1x - Henamarth Riversong
1x - Quickbeam
1x - Gildor Inglorion
3x - Galadriels Handmaiden
1x - Lindir
Attachments: (20)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
2x - Miruvor
2x - Light of Valinor
3x - Cloak of Lorien
1x - Unexpected Courage
1x - Song of Earendil
Events: (14)
2x - Gildor's Counsel
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
3x - The Galahadrim's Greeting
Side Quests: (2)
1x - Gather Information
1x - Double Back
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
So I am trying out some trial changes after getting excited by the new Narya attachment card revealed in the upcoming expansion The Grey Havens. I don't actually have the new box but have made proxies of the ring to try it out.
Essentially the fact that the new Narya attachment could be used on ally versions of Gandalf (mainly the OhaUh version as the core version is an awful recipient of Narvya) and its amazing ability to buff and ready TWO allies was extremely exciting and I wanted to try it out and implement this in my decks ASAP. Whether the changes stuck or it was just a fun experiment would depend on how well the decks performed with the changes and so I set off to figure out what cards would need to change to accommodate these changes. First off Core Gandalf and Sneak Attack were obviously being replaced with OhaUh Gandalf and Narvya. I figured more than 2 copies of Narya was overkill and a waste and because the ability will be used on Gandalf himself as well as a second ally (why would you not boost Gandalf himself with his already stellar stats?) I decided to put in a copy of Shadowfax as well. This way Gandalf can quest for 4, then exhaust to ready himself and another ally and get +1A/+1D and can then ready a second time allowing him to both defend AND attack for 5 with both ranged and sentinel as well! Not only this but Naryas effect is fantastic with Ent allies.
This seemed incredibly powerful so I immediately made these changes and also changed a few cards in the other deck as well. I changed the two copies of Wandering Ent to a third copy of Galadrims Greeting as well as a single copy of Song of Earendil. I then swapped the Woodland Couriers back to Galadriels Handmaidens. These changes to the other deck are specifically in place to further combat the threat increase this version of Gandalf will present as well as the lack of the other version of Gandalf's threat decrease ability.
I also considered changing the copies of Derndingle Warrior and Treebeard to 3 copies of Galadhon Archer and Rumil and figuring out something else to remove to include some copies of Island Amid Perils. This would help to replace the loss of the direct damage ability the other version of Gandalf has with the direct damage the archers provide. The copies of Island Amid Perils would be fantastic with the new marksmans of lorien as well as rumil and orophin or even the cheaper silvan allies allowing another way to reduce threat to offset Gandalfs threat gain and also to benefit from abilities that Naith Guide, Marksman of Lorien or Rumil have again. The ents could come out as Derndingle would be less needed with the new version of Gandalf being a super defender and Treebeard being less necessary as well as Gandalf would more or less replace his role and would do so far more reliably as Treebeard only sees action in a fraction of games as there is just a single copy of him in the deck.
I found it hard to figure out what I would take out to put in Island Amid Perils however (considered Lords of the Eldar as it is SORT of a novelty card and is certainly amazing but not key to the decks or mega powerful) and also realised that Narya is quite good with the ent allies so did not make these last changes and hoped that the current threat reduction inclusive of the new copy of Song of Earendil and third copy of Galahadrims Greeting would be enough..
I may rethink these potential changes if I figure out what I can replace with Island Amid Perils as getting extra uses out of Naith Guide, Rumil and Marksman of Lorien is incredibly enticing and the ents are definitely not as key anymore not only because of Gandalf but also due to the fairly new additions of Miruvor to set up Elrond as a backup defender (along with Burning Brand and spare copies of Elven Mail and Cloak of Lorien) and the 3 copies of Elven Mail as well as the ability to play a copy on any one turn by giving Elladan a second resource with Arwen's ability.
ANYWAY
I then ran the decks with these changes (new version of gandalf, shadowfax and 2x Narvya as well as 3rd Greeting and Song of Earendil in the other deck) against Journey Down the Anduin.
Admittedly I only played a single game before I had somewhat of a minor epiphany but that single game was more than enough to realise that Narvya really isn't that amazing in my decks..
Yes there are some very powerful unique allies in the decks including Legolas, Gildor, Gimli, Treebeard etc but the ability seemed to fall short and Gandalf is already 4,4,4,4 so making him 4,5,5,4 isn't really that necessary..
As well as this the threat increase was a bit intense and whilst manageable did result in me being punished by encounter cards for having more than 35 threat with both decks a couple of times taking out quite a few allies and cards from each decks hand... Gandalf seemed fairly worth it with his free 4 willpower and great offensive and defensive stats but the ring and gandalf as a package just didn't seem worth it overall and I highly considered swapping back to the other version of Gandalf and 3x Sneak Attack then and there. Instead I went back and looked at Gandalf's various toys hoping to find something else that could possibly make running OhaUh Gandalf more worthwhile than simply running Core Gandalf with sneak attack.
Decided that the Staff could potentially be a hit with its card draw, resource acceleration or shadow discard and decided to change the two copies of Narya to two copies of Gandalf's Staff.
I played a game of Journey down the Anduin as well as a game of Intruders in Chetwood and not only had far more success but the decks ran far smoother as well.
The main use for the staff is the resource or the card and it is used primarily to put a resource on Glorfindel so that he can more easily and more quickly play cards like Galahadrims Greeting or Song of Earendil whilst still keeping an emergency resource for test of will or hasty stroke. You can use both Arwen and the Staff if desperate to instantly boost any heroes resources by two which is pretty impressive. The resource gain from the staff can help with expensive allies like Gildor and Legolas and is just all around fantastic. It more or less pays the cost of itself within even a single turn as even though it costs two it costs neutral resources and can give a resource to any hero so helps with resource smoothing as well as acceleration.
The card draw helps the other deck get copies of Greeting or Elronds Counsel faster which also helps with threat management. Essentially at the end of the day the card draw and resource gain of Arwen is similarly achievable with the staff and just like Arwen and Elven Light it can help with card draw or resource acceleration both of which make the decks not only run far faster and far more efficiently but also, once again, helps massively with threat management.
Lastly the shadow discard can help when Gandalf himself is defending or when Elrohir or an ally are defending against a nasty foe. Like burning brand it makes defending (although only for one attack) a simple math equation and takes out the risk of shadow effects.
I admit in both of these games I had outstanding starting hands and then amazing luck with my card draw engine with Arwen and ramped resources hard through Steward of Gondor, Arwen's ability and the staff. I found that the main real loss from core Gandalf was the direct damage effect which is just invaluable. The card draw is unnecessary with Arwen and Elven Light and the newly added Staff. The threat reduction is obviously a pretty big loss but so far the decks just operate at a slightly higher but still fairly safe threat level but are more powerful with Gandalf and his staff in play so I'm not really able to judge that until I play some more threat intensive quests. So really the direct damage effect seems like the biggest loss.. just further reason to include some copies of Galadhon Archer to try and slightly offset this direct damage loss..hmmm
Going to go forward with these changes and attempt a handful of more difficult and/or threat intensive quests to truly test these new incarnations of my decks and depending on this trial will either keep or reverse these changes. I am also seriously considering swapping out all the ents in the deck to include various cheap silvan and/or noldor allies and silvan bounce events.. Really hope that I am able to make these changes work and that I will not have to go back to Sneak Attack + Core Gandalf just to be able to beat harder quests. So long as the card engine and resource acceleration gets set up the decks truly shine and FAR outmatch all of the previous versions before them and I am pretty proud of the level that they are at and hope that they have what it takes (with minor changes based on newly revealed cards as I go) to beat the quests from the new and upcoming Dream Chaser cycle!
As always thanks so much for reading and any feedback whatsoever would be very much appreciated! :D

I've been considering making a deck based around Gandalf like that, except even more so, and the release of Narya is only fueling that. You should record some games and show us how this deck really goes.

I've always really wanted to do turn by turn reports of games (like on hall of beorn, this sort of format: https://hallofbeorn.wordpress.com/2013/09/12/beorns-path-part-12-the-dead-marshes/) but find it extremely time consuming and full on. I have done it a few times for harder quests like when I first managed to beat Journey in the Dark and also completely avoid the balrog whilst doing so.
I would love to properly record some games (perhaps you mean actual video rather than a turn by turn report but thats even more unlikely...) and give a turn by turn report for them and really showcase what the decks can do and some of the combos you can pull off or very strong board states you can achieve.
Definitely going to try and do this in the near future..

Edited by PsychoRocka
--

Edited by PsychoRocka

Evenstar

Heroes:
Arwen Undomniel - 9
Elrohir – 10
Elladan - 10
Starting threat – 29
Allies: (19)
3x - Naith Guide
1x - Galadriel
1x - Orophin
1x - Gimli
3x - Envoy of Pelargir
3x - Gandalf (OhaUh)
3x - Trollshaw Scout
2x - Marksman of Lorien
1x - Legolas
1x - Rumil
Attachments: (21)
3x - Steward of Gondor
3x - Dunedain Warning
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
2x - Elven Mail
2x - Gandalf's Staff
1x - Shadowfax
1x - Celebrian's Stone
Events: (9)
3x - Feint
3x - Elven Light
3x - Lords of the Eldar
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total

Line of the Half-Elven

Heroes:
Elrond - 13
Aragorn (Lore) - 12
Glorfindel (Spirit) – 5
Starting threat – 30
Allies: (13)
3x - Galadhrim Minstrel
3x - Warden of Healing
1x - Henamarth Riversong
1x - Gildor Inglorion
3x - Galadriels Handmaiden
1x - Haldir of Lorien
1x - Lindor
Attachments: (20)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
3x - Light of Valinor
2x - Cloak of Lorien
1x - Unexpected Courage
1x - Song of Earendil
2x - Wingfoot
Events: (17)
2x - Gildor's Counsel
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
3x - The Galahadrim's Greeting
3x - Tale of Tinuviel
Side Quests: (2)
1x - Gather Information
1x - Double Back
52 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
So going ahead with the new Gandalf changes I have made a few others based on some newer cards as well as a hero change!
This may not be permanent but has been fun to play around with so far and powerful when it gets going.
The new hero change, other changes and overall deck strategy are below:

New Hero Change
First off I decided to do another hero change, half to further buff and help out the recent Gandalf changes and half just to try out Aragorn combined with Tale of Tinuviel and other cards.
Lore Aragorn comes with his powerful threat reset ability which means you can let his decks threat soar before dropping it straight back to 30 allowing you to focus your Galahadrim's Greetings and Galadriel's Handmaidens on the other deck to help it combat the threat gain from keeping Gandalf in play.
Aragorn also has Sentinel and decent defense and high hit points so replaces Haldir's role of an attacker as a solid defender instead. This is just the beginning of his role however. If you get a copy of Wingfoot he can also be used to quest and then hopefully also defend or attack. Henamarth Riversong helps with this if you get him out and can guarantee that you will see readying, usually enemy is the best guess to make and the situation in which you will need readying the most anyway (sometimes treacheries that bring enemies into play get around this however so plan carefully..).
He is a far better recipient for Burning Brand than Elrond and can take a second copy of Gondorian Shield or any copies of Dunedain Warning that appear. This means unlike Haldir he can potentially quest then defend or attack as well (for just as much attack strength as well) and whats more with Celebrian's Stone attached he quests for a very nice 4 and also gains the spirit sphere (even easier to play copies of the Handmaidens and spirit events). This simple addition of the spirit sphere means you can much more safely play spirit cards with Glorfindel's resources (possibly boosted by Arwen) while keeping a spare resource on Aragorn in case you need to use hasty stroke, test of will or tale of tinuviel in a pinch.
With the single copy of Unexpected Courage on him Aragorn becomes amazing and can perform all three actions in a turn potentially excelling at these while at it if he has the right attachments.
Tale of Tinuviel and other new readying effects I will discuss shortly..
So overall Aragorn helps with the new Gandalf strategy of the decks, also provides an excellent defender alongside Elrohir or can be even better in certain situations or quests if/when he gets Burning Brand attached (which also helps negate the loss of Haldir's ability to provide a feint like effect as Burning Brand does not stop attacks but stops shadow effects which are often the nastiest part of an enemy attack), can be a strong attacker and/or quester as well and also brings powerful effects to the decks through other new cards in each deck.
Haldir may be brought back in if these new decks lack the power to get through harder or more combat intensive quests and time will tell whether this has truly made the decks stronger or not but I will hopefully find out soon!
Line of the Half-Elven Changes
Lets start with the deck receiving the hero change. First off Wingfoot x2, Tale of Tinuviel x3 and a third copy of Light of Valinor are added to the deck. The cards they replace are Wellinghall Custodian x2, Quickbeam x1, Cloak of Lorien x1 and Miruvor x2. Cloak of Lorien can't be placed on Aragorn (without Elf Friend which I don't want to include to be honest) so too many copies is wasteful and other defensive attachments that can go on Elrohir or Aragorn will instead be more beneficial to the decks so both of these cards are reduced to two copies. Aragorn has Sentinel from the get go and is help back from questing unless he has wingfoot or UC attached or you have a copy of Tale of Tinuviel or Elwing's Flight you are planning to play so the need to get sentinel and the cloak set up on Elrohir is less important as well. Miruvor is replaced by Wingfoot's effect and because Aragorn is the new recipient for extra defensive attachments and burning brand miruvor is no longer needed in the decks.
Wellinghall Custodian and Quickbeam are both extremely powerful cards but the decks do definitely turtle along at times and take time to build up strength. Wellinghall is seriously slow coming into play exhausted and costing 3 resources, Quickbeam whilst actually cheap and fast is the last ent left in the decks after the Custodians and Derndingles come out so this is more of a thematic removal/change. The changes actually leave this deck at 52 cards now instead of 51 but that is something I can live with...
The first new card in the deck is a third copy of Light of Valinor. Glorfindel now plays a new more expanded role in the deck with the loss of Haldir and the addition of Tale of Tinuviel. He is a powerful attacker and will be far more utilized now in this role with more enemies engaging this deck than before with a higher starting threat and new defender hero. Light of Valinor allows him to quest and then attack or exhaust to play tale of tinuviel so is a far more crucial card now hence the third copy being included.
Secondly two copies of Wingfoot were added to provide some action advantage for Aragorn to take full advantage of his powerful all round stats and sentinel ability.
Lastly the most important change! Tale of Tinuviel is such a flexible card in these decks and can perform all manner of powerful effects. I will list just a few to explain its use:
-Light of Valinor on Glorfindel allows you to quest with him without exhausting. You can then exhaust Glorfindel before quest resolution by playing Tale of Tinuviel and readying Aragorn (this means you can quest with him as well) and making his stats 5,6,5. A total of 8 willpower between two heroes (3 more if you quested with Elrond) and Aragorn remains ready with buffed stats. You can then defend for 5 or attack for 6 with Aragorn during the combat phase! Pretty bonkers combination! One resource for an additional 3 willpower and buffing Aragorn's combat stats by 3 for the round as well and all you need is 2 cards!
-Alternatively you can quest with Aragorn and after readying him via wingfoot or UC (or Elwing's Flight!) you then use Tale of Tinuviel and exhaust him to buff Elrohir's defense by 2. This can be amazing if you don't have good defensive attachments set up yet and are in a tight spot with multiple high attack enemies engaged, Elrohir's defense and attack are buffed by 2 and he can safely defend multiple attacks then attack back for 4 if possible as well. Elladan can be buffed instead to put him on 5 attack (not counting any attached weapons) so that with multiple resources he can take out multiple enemies in one combat phase easily.
-Tale of Tinuviel can be used simply as a backup one cost version of Fair and Perilous that allows you to add Aragorn's 2 willpower to a Noldor characters attack AND defense (instead of just attack) for the phase or add Glorfindel or Arwen's (via readying her with Elwing's Flight) 3 willpower to Aragorn's attack AND defense (instead of just attack) for the phase to destroy or safety defend against an especially nasty or buffed up foe or boss. It is a far more flexible verison of Fair and Perilous for the same cost of 1..
Yes in certain decks Fair and Perilous (or even copies of both cards!) will be much better than Tale of Tinuviel but so long as you are running Noldor and Dunedain heroes and have some good readying effects Tale of Tinuviel does what Fair and Perilous does better with far more flexibility in my opinion. I guess Tale of Tinuviel is printed willpower however and Fair and Perilous is not so it can provide a much bigger boost but only to attack and not all three stats so I stand by my statement.
In a way Tale of Tinuviel also allows you to share offensive or defensive power across the board either boosting and readying Aragorn by exhausting Elladan allowing Aragorn to destroy a foe engaged with his deck or by boosting and readying Elladan or Elrohir by exhausting Aragorn to destroy or defend against a foe engaged with their deck. This stops foes from piling up engaged with the wrong deck or sticking around too long. This also allows you to more safely defend against foes engaged with either deck. Such strength and flexibility for just one resource. That a resource can be more safely saved for while still playing other spirit events with Glorfindel if you have Celebrian's stone attached to Aragorn or boost Glorfindel's resources with Arwen. Pretty much just always save a single spirit resource if possible!
It combos nicely with Elwing's Flight as well which can ready multiple questing characters and boost their willpower by 1 which gives you a boost to your overall willpower, readies multiple characters and provides not only more targets for but less of a drawback for the exhaustion cost of Tale of Tinuviel.

Imagine for a second this situation.
There are already nasty enemies engaged with the combat deck and you anticipate more appearing during staging, more do appear so you play Elwing's Flight before quest resoltuion which is boosted by a copy already in your discard pile and readies two characters and provides them both with +1 willpower. Your overall willpower is boosted helping you make progress. Wingfoot readies Aragorn from an enemy appearing during staging and Glorfindel is ready from Light of Valinor. Elladan and Arwen are both boosted by Elwing's Flight and readied. Elrohir is ready to defend multiple attacks with Steward and defensive attachments on him and Elladan is ready to attack with weapon attachments boosting his attack. Aragorn is ready to defend with sentinel and burning brand and maybe even a copy of shield or warning of his own. After helping with defense Aragorn can be readied with Tale of Tinuviel by exhausting Arwen and boosting his attack to 6 (or you could instead ready him with Tale of Tinuviel during quest resolution right after using Elwing's Flight instead of during combat after enemy attacks and get a further +3 boost to overall willpower instead of getting two more actions out of him and he can then only attack or defend but not both). He and Glorfindel (who might have a blade attached) can then wreck whatever enemies ended up engaged with their deck. Elladan with whatever offensive allies (of which there are quite a few now) can then clean up enemies engaged with his deck.
Being able to over commit to the quest with an additional hero or two, being able to then ready and buff the willpower of two questing characters and finally exhausting another characters to seriously buff a power attacker or power defender and then being able to mash enemy face in. All of this for a few spirit resources from both decks (Elwing's Flight and Tale of Tinuviel) and a decent setup which the decks can easily achieve in most games with the amazing card draw and resource acceleration provided by Arwen and Gandalf's staff in the games that you get it out. This has some great potential and can shut down some seriously nasty foes while also helping greatly with your questing ability. Noldor/Dunedain decks are where its at right now! :P


Evenstar Card Changes
The card changes to this deck are not quite as complex. The previously considered removal of Derndingle Warriors and Treebeard and changing them to copies of offensive silvan or noldor allies took place before the hero change of Aragorn and whilst trying out the Gandalf changes. The Derndingle Warriors are far less necessary with the new version of Gandalf usually staying around for a while and being such an amazing defender and now are even less necessary with the inclusion of Lore Aragorn. Treebeard is an amazingly powerful card and is like Quickbeam being replaced for more thematic reasons. It was also very hard to make changes to the deck whilst keeping its identity intact and Treebeard does not serve any particular purpose and no longer has any connection to other cards in the decks with pretty much all the ents being removed to make way for new cards and strategies. Rather than Galadhon Archer or the new Mithlond Sea Watcher however I actually ended up including 3 copies of Trollshaw Scout and a copy of Rumil... hear me out hear me out!
Troll shaw scout costs two, has ranged, 2 attack and 2 hitpoints so he doesn't die straight away like the archer and has ranged and more than one attack straight away unlike the sea watcher. His ability seems like a bit of a severe drawback for a deck that only partially embraces the Noldor discard mechanic. Elven light, the new Gandalf and Elwing's Flight prove this assumption dead wrong! First off Elven Light can be returned to your hand (and you draw a card!!) for one spirit resource and because Arwen's resources are spent on only the following cards: Envoy of Pelargir, Elwing's Flight, Elven Light, Gandalf and Gandalf's Staff, so her resources are certainly not very key to the deck and can definitely be spent somewhat frivolously, definitely during the early game at least. Due to this you are often returning Elven Light straight back to your hand after discarding it to provide a resource to a hero. You can then safely attack with the Trollshaw Scout and discard Elven Light yet again so that you don't have to discard the ally. If you are in a situation where it is more worthwhile to have the Scout attack a second time and be discard to do so you may then do so or you can simply keep it in play (ready mind you so any exhaust effects the encounter deck throws at you can be soaked up by the scout!). You can then return Elven Light to your hand the following turn with the new resource on Arwen and discard it for her effect all over again! You can also discard a copy of Elwing's Flight early game for Arwen's effect or to keep a Trollshaw Scout in play as it is often more beneficial discarding the first copy so that when you get a second copy it is so much more powerful. Lastly Gandalf and his toys (staff and shadowfax) do not always come together the way you want them to in every game and whats more in certain quests you are punished for having high threat or simply gain so much threat that OhaUh Gandalf is just not a very good strategy. In these situations or simply if you will just benefit more from Arwen's ability and an extra resource to play something powerful right away than keeping Gandalf or one of his toys in your hand you can use the copies of Gandalf or his toys as fodder.
Alternatively in a game where you are able to keep Gandalf in play for multiple turns a second copy may be a waste and can also be discarded to Arwen's ability or to keep a trollshaw scout in play.
I have kind of ranted a little too long about this one ally so will wrap up, the trollshaw scout is cheap, can attack for 2 and with ranged right away, has a drawback that in these decks is almost non existent and allows him to attack multiple times on rare occasions, doesn't die from one damage and finally works well with Rumil!
Rumil is just great in this deck now as there are many other ranged allies that boost his ability. He is also easier to play with Arwen's resource boosting and provides a nice direct damage ability to help negate the loss of core set Gandalf's direct damage. His two willpower is fantastic on a tactics ally so he is flexible and can help with questing or attacking.
Finally the ACTUAL new changes were simple. A copy of Elven Mail and Erestor were removed. Erestor is expensive... his ability is great but there is so much card draw in the decks already simply from Elven Light that his ability is unnecessary.
Elven Light like Cloak of Lorien is only useful on Elrohir but not Aragorn and sentinel is also less important on Elrohir as mentioned above. A third copy of Dunedain Warning (which like Gondorian Shield can go on either defensive hero) and a copy of Celebrian's Stone was added in their place. More copies of the Stone could be added but I didn't know what to remove so kept it to one. The card draw in this deck, Gather Information in both decks and the fact it is not necessary for the decks to function just helps them do so more efficiently the fact there is only one copy doesn't mean it won't see play that often.
Finally The Lords of the Eldar has been replaced with 3 copies of Elwing's Flight.
Elwing's Flight is a very similar card to Tale of Tinuviel as far as flexibility goes.
It can be used to ready heroes that have been committed to quest during the quest phase and give them +1 willpower. It allows you to purposely over commit during questing and then ready two characters during quest resolution to have them ready for combat! Alternatively it can be used when you haven't over committed but the encounter deck has simply thrown too much at you to handle and you need a few of the characters you quested with back for combat. You can also use Tale of Tinuviel to exhaust one the characters readied by Elwing's Flight to boost another character and turn it into a beast.
Allies that have high attack AND willpower such are awesome targets for this event but the best targets are Aragorn without wingfoot (especially with Celebrian's Stone attached), Elladan and finally Arwen who can then boost Aragorn with Tale of Tinuviel and has terrible combat stats of her own so is useless in combat anyway. This event essentially builds upon the readying attachments and abilities already featured in the deck to try and help you ensure that you always have plenty of heroes or characters ready for combat each round to deal with enemies and hopefully kill them quickly.

Strategy!
Setup and General Strategy
First off setup is important in this game and anyone who isn't a newcomer knows the dangerous truth behind this statement. The encounter deck can come at you swinging hard and fast and things like surge, doomed etc can really hurt if they combo together. The setup for the decks is somewhat flexible and the type of quest you are playing definitely decides what sort of cards you want to see in each decks opening hand.
For example first turn Asfaloth is extremely useful for many scenarios where a nasty location starts in play at the start of the game. Location heavy quests or quests that feature locations with time counters or nasty effects that trigger if they stay in play are also quests you might want to see Asfaloth in your opening hand. As much as Asfaloth is a bomb first turn in certain quests in many others you want to hold off on playing him for a few turns so that you can get more important attachments and allies out first.
Other cards that are fantastic to have in your opening hand with the spirt/lore deck are a copy of Cloak of Lorien or Lembas for Elrohir, Light of Valinor for Glorfindel, Burning Brand or Wingfoot for Aragorn, Test of Will, Gildors Counsel, Song of Earendil and Galahadrim's Greeting. To be honest the Handmiaden and Elrond's Consel are also great cards to have in your opening hand. As you can see the decks are flexible and there are usually multiple attachments that serve similar purposes but are either for different heroes or are still stronger when combined on one hero.
The other deck has a couple fewer cards that are ideal in your starting hand and really what you want to see are cards like Steward of Gondor for Elrohir, Dunedain Warning or Gondorian Shield for Elrohir or Aragorn, Elven Mail for Elrohir or cards like Envoy of Pelargir, Elven Light, Feint, Elwing's Flight or a weapon attachment.
You can put a resource on Elrohir by discarding Elven Light, Elwing's Flight or a second copy of Steward to Arwen's ability. You can then play first turn Steward of Gondor and Gondorian Shield. You could then even play a Naith Guide to let any hero quest without exhausting on the first turn, or you could play an envoy of pelagir boosting Elrond or Aragorn to two resources allowing for first turn Gildors Counsel (only one encounter card revealed during the first turn of staging can be pretty **** helpful in making things as chill as possible while you get your decks setup) or you can keep Elrohir on two resources so that he can potentially block up to 3 attacks on the very first turn. Putting a copy of Lembas on him during the first turn can allow you to spend his resources on an ally or attachments (like Dunedain Warning) and still block more than a single attack with him on the first turn (and heal if need be after the first one!).
Similarly if you can't play Steward first turn because you don't have it in your opening hand you can at least get Elven Mail set up on Elrohir first turn by discarding a card and putting the resource on Elladan instead. This is not really as great of a move anymore because Aragorn has sentinel from the get go but this does give Elrohir more hitpoints which can be CRUCIAL if you didn't get any attachments that actually boost defense to begin with. The Handmaiden (along with a copy of Lembas or Cloak of Lorien) is a fantastic first turn card as well as its 2 willpower is great and threat reduction is good at the start or end of the game. If you get Test of Will in your opening hand however it is worth not playing a handmaiden or light of valinor until the second turn SO GODDAMN OFTEN. Always keep that resource for test of will... treacheries, especially nastier ones, can absolutely rock you, ESPECIALLY on the very first turn.
Arwen's ability, Gandalf's Staff and Celebrian's Stone are all great ways to keep your spirit resources high so that you can safely play cards like Greeting, Handmaiden, UC, Tale of Tinuviel and Lindor while still saving a resource for Test of Will or Hasty Stroke or perhaps even Tale of Tinuviel. I most often use Arwen's ability on Elrohir early game for Steward, to allow extra defenses and to play high cost leadership allies, on Glorfindel tie second most often and towards the mid part of the game to speed up playing copies of Greeting, Tale of Tinuviel, Handmaiden etc and Elladantie second most often to play high cost tactics allies faster or to allow Elladan to attack multiple times with his ability. Sometimes it is used on Arwen herself to allow fast access to Elwing's Flight (2 cost so you can play it on any turn by putting her from 1 to 2 after the resource phase) or on Elrond or Aragorn to play Gildors Counsel, Haldir or Gildor faster. It is most useful however on Elrohir, Elladan and Glorfindel and should always be used wisely, if there is need for it at the start of the turn then use it to play a powerful card, if it really isn't necessary though and you are just using it for the sake of it maybe instead save it and use it later in the turn so that you can use it for an emergency extra defense from Elrohir or extra attack from Elladan instead if need be. You can only use it once per turn however so if you do need to accelerate/boost resources just not desperately make sure that you do use it after combat or towards the end of the turn before the turn ends or you will have wasted its use. In any game where you get Elven light in your starting hand you should essentially be using her ability every single turn to get an extra resource and to then put Elven Light back into your hand to draw a card. This accelerates the card draw in the deck substantially and allows you to go through the deck very quickly giving you more cards to discard with Arwen (if you don't want to bring Elven Light back to your hand and want to save Arwen's resources for Gandalf or Elwing's Flight) or Trollshaw Scout or simply to just play. The other deck does not have much or really any card draw (except Gandalf's Staff if you get it out) so plays a little slower but has many cards that are not played right away and instead kept in your hand so it still performs quite well. Side quests like Gather Information and Send for Aid help combat this as well allowing you to pull a card you might really need out, most often Healing, Asfaloth, Threat reduction or strong allies. Often this can be used just to get a nice utility card like Test of Will, Gildors Counsel or Tale of Tinuviel if you already have other cards you need.
Threat
Threating out is not fun. It just isn't, I mean it isn't as bad as location lock and yes most losses are still incredibly fun games overall but threating out is pretty awful. You might have locked enemies and locations down and just got unlucky and just didn't draw enough threat management cards and so can't finish the marathon and threat out so close to the finishing line.
The recent change to the OhaUh version of Gandalf certainly doesn't help with this fine line of threat you must walk in this game.
There have been many changes to the decks to combat this threat ( :D ) and the newest addition of Aragorn himself is potentially the most powerful. The lore/spirit deck can be allowed to go to very high levels of threat to reset itself back to 30, because there are still so many other threat reduction cards in the decks this ability is used to absorb as much threat from the other deck as possible in a way.
Essentially always use Greeting on the other deck to lower its threat by 6, similarly always use Handmaidens ability on the other deck. Elronds Counsel sadly is only usable on the spirit/lore deck but is still extremely good giving you 3 threat reduction and 1 willpower for no resources, just a card!
If you draw the single copy or tutor it out with Gather Information, Song of Earendil allows you to actually take the other decks threat gains (or 1 point of them at least which is actually pretty amazing considering the vast majority of threat gains are just a few points anyway or are just 1 point). Now because of the way that it is worded you can actually take their threat gain of 1 from the end of each turn as well so you can really shift a lot of threat from the other deck to this one with this card.
Once you have used your copies of Handmaiden, Greeting, absorbed threat with Song of Earendil etc and the spirit/lore deck is at 45ish threat, simply reset back to 30 and both decks will be at a decent level of threat! Gandalf does admittedly put a strain on this engine as even if you draw multiple copies and the single copy of all of these cards the threat gain from keeping Gandalf in play can only be reduced so many times so you must use him wisely. If you aren't going to need him for the last few turns and threat is looking grim then simply discard him even if you do have to discard his staff or shadowfax along with him, even just two or more turns with the staff or shadowfax out is well worth it considering the bonuses and flexibility they provide. Alternatively it may not be worth using him for more than a single turn or just a few turns and his toys may be better used as discard fodder for Arwen. It is all about the game state and making a call based on your threat, the particular quest you are playing and your particular situation.
It takes getting used to but you learn when to use him , when to discard him and when to keep him around pretty quickly. Just remember that he is a temporary boost, a very strong one that helps with questing, combat and more if you get his toys out as well but still in the end a temporary boost.
There will always be certain games where due to his power and your luck or abundance of threat reduction you may be able to keep him in play for all of or almost all of an entire game. If you are able to beat it quickly enough that is!
Locations
In a way locations are a sore spot for the decks and really only Asfaloth helps with location control.
I am considering adding in a few copies of Explorers Almanac which looks like a really nice location control card. Sure it is one use but hey its **** useful and can help avoid travel effects as well as clear staging area threat. Just look out for a copy of Asfaloth early game for any quest you feel locations will be an issue and you should be alright as on its own it is incredibly powerful and can stop location lock in its tracks. Always travel when able and clear locations whenever possible even if there are slightly detrimental effects. These decks don't muster crazy amounts of 50+ willpower and often only generate between 18 and 30 willpower when at almost full to at full strength so it is key to annihilate all enemies when possible and clear locations whenever possible as well. The decks excel at combat however and all sorts of other support roles like healing, cancellation, staging area control (ranger spikes) and shadow cancellation so instead focus on moderate willpower while clearing encounter cards and mainly enemies ASAP. So long as you actively clear encounter cards and keep the staging area as free as possible questing is often not too much of a problem and progress can be placed quite easily once the decks get going. Always remember that cards like Tale of Tinuviel, Elwing's Flight, Naith Guide, UC and Wingfoot can allow you to over commit during questing as you will be able to ready characters later for combat. Also because Elrohir can defend so many attacks late game once he gets going, it is not always key to eliminate all enemies straight away and you can whittle them away slowly if making progress and clearing a quest stage is more important. It is critical to find a balance between this sometimes in harder quests however and you must manage how many characters you keep back to clear and kill enemies and how many you quest with very well or it may spell disaster. High attack flexible allies with ranged help with this however and allow you to quest with heroes like Glorfindel (before you get LoV on him) and Elladan when you must but Elladan is honestly the most crucial for attacking as he can kill multiple enemies on his own with resources or with a few weapons attached can always take out at least one enemy reliably so he is the least beneficial hero to quest with as he is most necessary for offense. He can also attack multiple strong enemies with a different attacking partner for each destroying each one doing this. Between Elladan and Trollshaw if you have a few resources on Elladan and cards to discard for Trollshaw they can attack each enemy engaged with their deck and Trollshaw can even attack enemies engaged with the other deck.
Aragorn is amazing for attack when boosted by tale of tinuviel by Glorfindel or Arwen and this should be used when you really need to clear an enemy from Aragorn's deck which should always engage less enemies than the other deck whenever possible.
Enemies
This has already been partially covered under locations as I got a bit off topic!
Essentially Elladan is key to slaying foes. Put weapons on him and watch him go to work. You must carefully balance spending his resources on allies and extra attacks but again this is something you get the hang of and you will quickly learn when each option will be more beneficial or necessary in the long run. Remember that most allies you will play with his resources will help with attack so that sort of offsets the lack of multiple attacks with him so usually getting allies out is the better option but not always.
After placing a weapon (or two) on him it is usually worth putting the next one on either Glorfindel or Aragorn. If Aragorn has multiple readying attachments on him or you have copies of Tale of Tinuviel or Elwing's Flight handy to ready him or if you have sentinel set up on Elrohir and Aragorn isn't really necessary for defense it might be worth putting it on him. Otherwise with LoV attached Glorfindel can benefit GREATLY from a weapon attachment and can usually even attack in conjuction with Aragorn if you managed to use Elrond for defense instead (through Tale or UC or Elwing's Flight) or if Aragorn simply wasn't needed and Elrohir defended everything. The Legolas ally is the best attacking ally in the decks and even furthers the card draw engine of his deck if you get him out. A Rivendell Blade is even more amazing on him than on any hero in the decks as he is ALWAYS used to attack, has ranged and has pathetic willpower whereas every hero even Elladan is needed for questing duties sometimes.
The Gandalf ally is better used for offense (with the lack of Haldir hero) rather than defense but can be used for either in a pinch and does so while still contributing four willpower. With Shadowfax he can defend twice or defend and attack or even attack twice for 4 attack!! This can be amazing in conjuction with Elladan or Legolas and smash even the toughest foes faces in.
Defending is less straight foward than attacking enemies and you have to take shadow effects into consideration. As always with my decks Elrohir is the key to defense and first turn Steward and Shield turn him into a beast, Cloak of Lorien and Elven Mail then make him into an absolute wall and gives him sentinel as well allowing him to defend for both decks. Aragorn should only be used when necessary or when he has burning brand attached. Once he has burning brand it is almost always worth defending with Aragorn and he kind of gets locked into that role and is only used offensively if he can ready after defending from a card effect like Tale or UC. Without Burning Brand though Elrohir should defend everything he can as Aragorn can instead then help with questing or attacking or both.
Essentially read the situation and choose accordingly. Sometimes it may even be worth using Aragorn to defend an attack just so that you can ready Elrohir after his own defenses and use him to attack alongside his brother.
Elrond still makes a great emergency defender if he is ready and Elrohir doesn't have sentinel yet to allow Glorfindel and Aragorn to attack a foe together and kill it in one go.
Combat is definitely one of the stronger points of the decks and although you do need to get a few allies out to help Elladan, Glorindel and Aragorn with offensive duties once it gets going it has the potential to strike down all but the toughest enemies within a turn or two.
Treacheries
I have already said it but cannot stress enough, always keep a spare spirit resource for test of will, hasty stroke or tale of tinuviel. Other than this I have no other tips of treacheries, cancel the worst of them and try to just handle the effects of the lesser ones as best you can. If you are going to try these decks out and have more than 3 copies of test of will by all means include some copies in the Arwen, Elladan, Elrohir deck, even the full 3 copies if you want as it would definitely not hurt and would only strengthen the decks against the multitude of awful treacheries in newer quests these days.
Condition attachments
Finally condition attachments... these can be game enders so when playing quests that have nasty condition attachments you can't just leave in play always include x3 copies of Power of Orthanc. If there are especially nasty condition attachments in a quest try to even mulligan and get a copy in your opening hand. If the quest has no condition attachments or only harmless ones don't bother including any copies as it doesn't do anything else but discard condition attachments after all.
One thing that is tricky is that it can actually discard two condition attachments but often the nastier ones are ones you want to remove STRAIGHT away. Most of the time it is worth waiting until at LEAST the next staging step before using power of orthanc just in case another condition attachment appears the following turn. This way you are able to discard both and aren't stuck with a new one immediately after discarding the first. This is tricky though because as I said you often want to remove the condition straight away and every single turn it remains attached is only more detrimental to your game state. Often you have to just discard it immediately but when possible try to hold off for even just a single turn as the amount of times I have seen back to back conditions appear over two turns of staging is just ridiculous and any time you can avoid this awful situation is a massive win against the absolute evil that is condition attachments.
Honestly condition attachments can be the absolute worst and nastiest encounter cards there are at times and can shut down your entire deck. As you can probably tell I have a deep hatred for them and cannot wait for us to get more support against them... Athelas was a great addition to this category but we still desperately need more.
So I think that I have covered everything I can think of for right now! Hope you enjoyed the read and give the decks a try if you have the inclination and time or means to do so. Any feedback or comments are more than welcome so would love to see some! :D

Edited by PsychoRocka

Nice. I like thre detailed strategy post, even though it took a while to read. Just a couple of notes:

-You didn't actually swap out Lords of the Eldar for Elwing's Flight in the decklist even though you talked about it.

-How useful is Lindir? Does the second deck run out of cards enough that his ability is useful?

-Tale of Tinuviel only gives the boosts until the end of the phase, so your idea of using it during questing would only work for willpower unless enemies start attacking you during quest resolution.

Again, good stuff. I always find it interesting to see your posts here, because since you use these decks all the time you've obviously put a ton of thought into them and that's really interesting to see, even though it's somewhat opposite to my general attitude/approach to the game ("Build ALL of the decks").

Ah yeah bugger completely forgot that it is until the end of the phase... that's not nearly as good... at least it still readies them after the boost so you get the boost for questing then they are at least ready to perform another action albeit without the boosted stats. At least in combat with a second readying effect you can make it last for both a defense and an attack... need more copies of UC hahaha

Lindir is not bad at all actually, because the deck he is lacks the card draw the other has he often draws at least one card (replacing himself) and a couple of times has gotten me two cards. He isn't amazing but is pretty useful and has decent stats too.

thanks for the feed back man! really appreciate it!

thank you for the great read - especially the extensive strategy part!

i will test the updated decks in the next days..

I have to admit... I could not make it through that whole post. :P

Anyway, I was talking about recording your games on video. I know first-hand that writing everything down can be painstakingly long.

Do you play on OCTGN, or just with the real cards? If you play on OCTGN, I'd love to schedule a game with ya. Maybe we can play 3 player with you controlling both these decks and I'll bring my own deck. Then I can do the recording and put it up on YouTube if you want.

Edited by joezim007

I play with just the real cards... I should really try to get OCTGN set up though, I would love to play a game with you that sounds great! Would be awesome to have some recordings as well!!! I'll have a look at setting up OCTGN on my partners mac in the next few days (my computer is busted at the moment..) and let you know how I go!
I actually just changed the decks again :P Didn't do a massive write up though just posted a new thread with the new versions!

https://community.fantasyflightgames.com/topic/203930-the-grey-company-and-the-line-of-the-half-elven/

Edited by PsychoRocka