I was thinking about 2-handed secrecy decks (kinda), and I came up with an idea and I wanted to see if someone wanted to help flesh it out and make it as good as it can be.
Here's deck 1:
Haldir
Mirlonde
Glorfindel
It's starts with 20 threat and should be the deck that has highest priority for keeping threat within the secrecy threshold. The point of this deck is to contribute to questing as much as it can, but keep its threat really low so no enemies engage, so we can blow them up with Haldir.
Light of Valinor will be key to have as early as possible so that he doesn't pull you too far out of secrecy. If you get another form of readying for Haldir in your opening hand or Elrond's Counsel, then it might work out alright for a couple turns, but obviously it's not ideal.
This deck is also the one stuffed with secrecy cards like Resourceful, Risk Some Light, Ithilien Lookout, etc. It helps questing with Glorfindel, Mirlonde, and a small number of traps, primarily. In order to help with keeping threat low, I was thinking about putting Galadriel's Handmaiden in, which made me think about Island Amid Perils, which made me think that maybe I should make this pseudo Silvan: so also add Silvan Tracker, Galadhrim Minstrel, and The Tree People. But I don't want to throw The Tree People in without committing more to Silvan so it doesn't whiff, but I don't want to commit more to Silvan without Celeborn, which just won't work out. So I'll have to find a decent balance. I'm really leaning toward a couple copies of Silvan Tracker, at least for quests with archery.
Anyway, I'll also include whatever other threat reduction can reasonably fit in there. I was planning on including Wingfoot, Lembas, and of course Light of Valinor for readying, and probably some copies of Unexpected Courage in either of the decks.
Deck 2:
Merry
Pippin (Lore)
Galadriel
It starts at 21, but you're not worried about specifically remaining in secrecy because there won't be any secrecy cards necessarily. You'll want to keep your threat low enough to be able to trigger Pippin's ability from engagement, but other than that, your threat isn't a great concern and in the late game it won't matter much, as long as you were able to draw a few cards. This deck's job is to do the engaging to allow Haldir to his thing. Also, this deck provides the weapons for Haldir, thanks to Merry's resources. If there are particularly big baddies, Merry and Haldir can attack together and Merry will ready Haldir up to make an attack against the staging area or another enemy engaged with this deck. Galadriel will do her best to maintain Deck 1's low threat and card draw. I want to include Hobbit Gandalf too for some serious muscle, but he's best to keep out of the game for a while until Deck 1 is at a secure threat level, so you can focus Galadriel's efforts on minimizing Gandalf's downside.
I want to try the Hobbit Pipes in this deck some more (I got a brief look at them with another deck and in one game they were awesome and another game they waited way too long to show up), but I'm not sure it'll be worth the deck space.
I was thinking deck one would get its main resources from Resourceful and this deck would get its resources from Zigil Miner + Stargazer combo and Horn of Gondor. Fast Hitch can also come in handy so Merry can attack with Haldir twice.
Also, Nenya can be key in the early game, depending on the quest, so you can quest effectively.
Ultimately, the general strategy for these decks is as follows:
Stall as long as you can by keeping threat low and drawing lots of cards. Build up a few allies and gather weapons and readying attachments. Then, throw Hobbit Gandalf into the mix and start ripping everything apart.