10 Erestor (Lore), 11 Boromir (Tactics), 5 Glorfindel (Spirit)
1 Henamarth Riversong (Lore) x1
1 Galadhrim Weaver (Spirit) x2
1 Silvan Refugee (Spirit) x2
2 Arwen Undómiel (Spirit) x2
2 Master of the Forge (Lore) x2
0 Elven Spear (Tactics) x3
0 Gondorian Fire (Tactics) x1
0 Blood of Númenor (Spirit) x1
1 Light of Valinor (Spirit) x3
1 Miruvor (Spirit) x3
1 Mighty Prowess (Tactics) x1
1 Horn of Gondor (Tactics) x1
1 Captain of Gondor (Tactics) x1
1 Gondorian Shield (Tactics) x2
1 Rivendell Bow (Tactics) x1
1 Rivendell Blade (Tactics) x1
1 Blade of Gondolin (Tactics) x1
1 Protector of Lórien (Lore) x3
2 Asfaloth (Lore) x2
0 Daeron's Runes (Lore) x3
0 Elrond's Counsel (Spirit) x3
0 Children of the Sea (Spirit) x3
1 Dwarven Tomb (Spirit) x3
1 Will of the West (Spirit) x1
1 Feint (Tactics) x3
X Stand and Fight (Spirit) x1
So with the three new spoiler cards, this is what I came up with after about a week of trying and tuning. It is meant for a 2-player game, the other deck best be a good quester, but this deck can already do a lot. Mulligan has become a different issue here, as you usually don't want certain cards, especially the few 2-cost ones. However there are 14 copies that cost 0, 29 of cost 1, and only 6 of cost 2.
Galadhrim Weaver and Silvan Refugee work quite perfectly with Children of the Sea. Not only the combo gives you a very decent quest power but it also recycles the allies for you. I often play either of the two allies (having just two copies of each) several times per game.
With almost half of the deck being attachments, Master of the Forge is pretty much a guarantee card draw, he can hardly be more effective as you should also be able to afford the attachment right away.
Glorfindel has been my champion of long but he has become a killing machine with the addition of Elven Spear. This is most effective on round one where you should certainly have cards to discard. Speaking of which, I was afraid of the opening round initially, fearing I would discard most of the 10 cards given. However, more often than not I happen to play about half of them and feed the rest to either the Protector or Spear.
Miruvor has gained special value with this strategy. Maybe it had it before but I would hardly ever use the option to put it on top of my deck. If the designer thought of this before, they have just made another superb combo with a Noldor theme card (only by title -- Miruvor) and the whole draw/discard Noldor strategy. The resource management is key here. And with Miruvor you can play even the 2-cost Lore cards on round one. You can also play it on Glorfindel, put it on top of your deck, get a resource, and play another 1-cost Spirit card if you don't want to discard it instead. The versatility of this Spirit attachment is amazing.
Horn of Gondor is there mostly for the theme but it can still make you a lots of money, especially if the other deck helps as well. I only keep a single copy of both Gondorian Fire and Blood of Númenor but with the running through the deck being so swift, one is probably enough, so that you can often use them well from the mid-game on.
Mighty Prowess and Blade of Gondolin are worthy additions. They will not work every time but they can make a difference.
Asfaloth is very easy to get. I think I had it attached about 85% of my games so far, having two copies in the deck.
If you think threat is an issue, well, I am yet to threat out in all the games played. Solo would be much harder to manage that, yes, but still Elrond's Counsel and Dwarven Tomb make sure you can lower your threat a lot. And the fact Glorfindel does much of the attacking, Boromir sometimes just quests (yes, Protector) and defends.
Will of the West is not needed more than once. Of course, one could find crazy loops with it but I don't think I even played it in half of my games and there has been like once when I really wished I got it in my hand. Again, solo the need may be stronger but with 50 good cards (49 not counting Will), you have a plenty to draw and play before the cards are gone.
No A Test of Will. I think it would be too iffy to have it. And it feels fresh not to. Feint is the conditional event but it is more probable to have an enemy than a treachery. However, this is the one aspect you better play coop, the other deck should help you cancel treacheries when needed most.
You shouldn't take this deck everywhere. But there are very few enjoyable decks that can handle all quests. Attachment hate would especially be bad. Though you can afford to lose an attachment or two, no big deal, you might get a new one later, and some are less important.
An interesting note may be that Erestor himself is a very passive player here. He never gets any attachments whilst Boromir and Glorfindel have six or eight sometimes. But still he is nicely versatile, he is mostly questing but he has both defended and attacked in my games, usually at least once each per game. He should survive a weaker-enemy attack or two and his attack can help Boromir or Glorfindel to slay a Servant of Shadow.
Edited by Fingolfin Fate