Here's a deck I've been toying around with today. I really like the Palantir card, but have a hard time building a deck for it. This is a thematic Gondor deck with the Steward himself using the Palantir. It is a pretty classic Gondor swarm deck, with the added combo of Palantir+Heir of Mardil+Steward of Gondor. The Steward+Mardil combo offsets the cost of exhausting Denethor to use his Palantir, and allows him to move a card with his native ability, or defend as needed.
Here's the decklist:
Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
Total Cards: (52)
Hero: (3)
1x Aragorn (The Watcher in the Water)
Ally: (23)
3x Citadel Custodian (Heirs of Numenor)
3x Envoy of Pelargir (Heirs of Numenor)
3x Ithilien Tracker (Heirs of Numenor)
3x Pelargir Ship Captain (The Morgul Vale)
3x Warden of Healing (The Long Dark)
3x Ithilien Lookout (The Dunland Trap)
Attachment: (21)
3x Palantir (Assault on Osgiliath)
3x Heir of Mardil (Celebrimbor's Secret)
2x Steward of Gondor (Core Set)
2x Visionary Leadership (The Morgul Vale)
2x Sword that was Broken (The Watcher in the Water)
3x Song of Kings (The Hunt for Gollum)
3x Dunedain Warning (Conflict at the Carrock)
3x Ranger Spikes (Heirs of Numenor)
Event: (8)
3x Daeron's Runes (Foundations of Stone)
3x Needful to Know (The Redhorn Gate)
It is a very 'moderate' deck, with a lot of power potential, but takes a loooong time to get there. So it likely will not fare well against aggressive quests that hit you hard right out of the gate. I took it successfully 1-handed against Watcher in the Water and Conflict at the Carrock. I managed a win against Journey Down the Anduin, but subbed Mirlonde for Aragorn to allow time to build up for the troll. The deck struggled a lot against JDtA.
Once the army is out, I sometimes found myself awash in resources, and was able to repeatedly heal with Wardens of Healing using Denethor's resources. I also experimented with a tri-sphere, replacing Aragorn with Eleanor and putting in some cancellation and other threat reduction, but the deck is slow enough to build power as a dual-sphere thing. I didn't like the tri-sphere version. Another card that makes sense is A Very Good Tale, but I always seem to whiff with this card even when half the deck is allies. I removed it from the deck after a game where I discarded all my of key attachments when using it. You could speed up the deck by adding some fetch cards like Master of Lore, but I tried to avoid too many thematic concessions.
This would probably fare OK in 2-player if paired with a deck that is ready to handle some combat right out of the gate. Let me know what you think!