This a pair of decks designed to work well together for two player games.
I decided to share them since I believe that, combo decks aside, they are easily amongst the most powerful decks around, so I wanted to know how they would perform for someone else, if there's anyone who's willing to try them.
Being 'power decks' they are not built with theme in mind, even if they are not completely unthematic. They are capable of dealing with most challenges the encounter deck can throw at you, Nightmare versions included.
For those interested in the 'One [two in this case of course] deck to rule them all approach', with just a few minor adjustments they should be able to take on the vast majority of quests.
I also have to say I'm currently tweaking them to develop the best version, as I think there's still room for improvement.
Firm Souls
Hero [27 starting Threat]
1x Elrond
1x Arwen Undómiel
1x Glorfindel
Ally (13)
1x Bilbo Baggins
1x Lindir
1x Gléowine
1x Mablung
3x Warden of Healing
3x Erebor Hammersmith
3x Galadriel's Handmaiden
Attachment (17)
3x Light of Valinor
3x Ancient Mathom
2x Asfaloth
3x Lembas
3x Unexpected Courage
3x Miruvor
Event (20)
3x Dwarven Tomb
3x A Test of Will
3x Elrond's Counsel
3x Daeron's Runes
3x Peace, and Thought
3x Deep Knowledge
2x Elven-light
The Tree and the Bulwark
Hero [29 starting Threat]
1x Treebeard
1x Mirlonde
1x Erkenbrand
Ally (13)
3x Warden of Healing
2x Wellinghall Preserver
3x Gandalf
2x Quickbeam
3x Erebor Hammersmith
Attachment (23)
3x Lembas
3x Ranger Provisions
3x Steward of Gondor
3x Ent Draught
3x Dúnedain Warning
3x Armored Destrier
2x Dúnedain Cache
3x Cram
Event (14)
2x A Good Harvest
3x Peace, and Thought
3x Daeron's Runes
3x Sneak Attack
3x Deep Knowledge
Decks Analysis
Very Strong Points
Healing
Killing high defense/HP enemies
Very High Initial Willpower
Shadow Cancellation
Strong Points
Treachery Cancellation
Card Draw
Defense
Weak Points
Lack of in-built ranged might be a problem in some quests
Moderately high starting threat
Strategy
In 2-player games it usually isn't very difficult to keep the staging area rather empty, so a massive amount of willpower (20+) is usually not needed. This is why both decks are rather low on allies.
On the other hand, initial willpower is particularly important to overcome the early stages of a quest. In fact, the willpower of all the heroes in play is so high – and can be agumented via Treebeard's ability in a pinch – that only a handful of allies are needed to progress swiftly through the quest stages.
Due to this, in the 'Firm Souls' deck most of the space is devoted to support abilities: readying, treachery cancellation (Test of Will + Dwarven Tomb) and healing, in addition to a couple of copies of the ever-present Asfaloth to deal with any particularly troublesome location and the card draw to fetch them when needed (and fuel Arwen's ability).
What presents the most difficult challenge for the players however, especially in the hardest scenarios, are the enemies. The most important aspects are being able to cancel shadow effects – which are often devastating, especially in NM quests – and dealing with enemies as quickly as possible, to avoid being swarmed to death.
The best way to do this is, I think, having a dedicated defender with in-built Shadow Cancellation on one hand (Erkenbrand, of course) and a powerful attacker that does not require a setup to be able to deal with big enemies (HP+Def = 7+), that is Treebeard. Both benefit heavily from healing effects, which are plentiful in these decks and further boosted by Elrond's presence.
Lembas in particular is a key card, flexibly providing either a + 6 WP (questing Treebeard), a couple of swings for 7/8 ATK (again, with Treebeard) or a couple of safe Defenses (Erkenbrand can take two attacks for 5 and cancel shadows, if you're able to provide him with some additional healing afterwards).
There is a lot of redundancy between the two decks to ensure all phases of the game are covered: in the early game, the readying one-time attachments (and the Hammersmiths to play them multiple times) allow these decks to survive the initial onslaught, whereas later on a few copies of Unexpected Courage and Armored Destrier usually ensure enemies won't be a problem anymore.
Peace and Thought is particularly critical under this respect: being able to time it properly (usually at the end of the second round, but depends on board state of course) allows you to draw both into more disposable reayding to offset the exhaustion cost and possibly at least one of the 'repeatable' attachments.
Warden of Healings are also very important of course, and high on the list of the priorities. To protect them in quests that hit allies with direct damage it's usually a good idea to play a Ent Draught on them (the first one usually goes on Erkenbrand however).
The Steward of Gondor too usually goes on Erkenbrand, with Good Harvest to help out when it's needed.
Mulligan – What to look for
Firm Souls: Unexpected Courage, Light of Valinor, Warden of Healing, Peace and Thought.
The Tree and the Bulwark: Steward of Gondor, Armored Destrier, Dunedain Warning, Warden of Healing, Peace and Thought.