I finished the 3 quests on normal difficulty. As expected my deck is terrible, if I don't get Vilya, so I lost quite some games.
1) Flight to the Ford: Had to try 2 games without Vilya in my starting hand, what failed miserably, so I am only going to write some lines about the round I got it and didn't loose in round 3^^
Even in that game it was close (Frodo was down to 3 life) and the reveal cancel from fellowship Frodo was crucial. As the quest is quite a race, most attacks where tanked by my Frodo for threat which didn't bother me to much as the game should be over quickly and Merry managed to reduce my threat by 5 and one keen as lances by another 4.
Elrond and his ring took a few rounds setting things up, but once the breaking point was reached it was over quickly.
Had some trouble with a Nazgul during the early rounds as I held back some attackers for a one-shot (quite easy when nearly everything Vilya pulls has at least 2 attack), but it got the shadow card which returns it to the staging area. Twice. That was a lot of character actions wasted and would have made the run a lot easier as the Nazgul generates a good amount of threat too.
I didn't have to much trouble with the Witch-king in return, as he and most other Nazguls got washed away by wrath of the Bruinen.
Quests on a counter are always a little nerve wrecking for me and I tend to not like them, so I was happing to advance to:
2) The Steward's Fear: I opened with 3 loses (2 times no Vilya, which I now instant conceded after the first draw), the other time I got over-run by the encounter deck. I managed to win the next game, but during a final look at the game I noticed that I forgot to reveal the additional encounter cards unholy alliance forces you to reveal (so I literally played without a plot), what I couldn't count as a true win, so here is the final game (spoiler: I win :D):
My starting hand was god-like: Vilya, light and UC, played light quested with everyone and then used Vilya after questing. I revealed Gandalf, who I could have used to snipe the revealed dissident, however there was no new location and I had a little fear from the underworld card under the fourth star so I lowered my threat with Gandalf and used him to defend. Sadly the shadow cad returned the enemy to the staging area. Next turn I played courage on Elrond and brought Treebeard into play. For questing I cleared the fourth star and got a traitor from the underworld card. Managed to defend him and the dissident and got Steward of Gondor from Vilya, so Elrond was powered up completely. I played Gleowine as a chumpblocker too. Staging was great, market square and under the active location was the prisoner (objective that puts 2 resources on the active quest). After chump-blocking and sacrificing Gleowine I got a double kill on my two engaged enemies, what (in retrospective) is clearly the turning point of the game as I now were in full control with a fully operative Elrond and Treebeard.
I had to discard my hand though (at least only 3 cards), what ended up not mattering at all as I just played my drawn card every turn thanks to Elrond and a resourceful I got the next turn from Vilya. While clearing the locations (houses of the dead showed up, but was harmless, as I could easily exhaust all my characters, while no enemies where to be seen and treebeard had the potential for 3 actions), local trouble hit Elrond (who then neither used Vilya nor his response, which would helped my single warden heal of the damage from an umbar assassin).
After finishing stage one I got "Up in flames" as my plot (had 30 cards left in my deck, so a lot of time). Merry got some information from our prisoner and at the roots of the mindoluin I found another clue, which Merry grabbed again, so stage 2 was over in no time.
The villain turned out to be the daughter of Berúthiel. She was no match for me as I still was below 40 threat and could keep her engaged easily for the one round it took to kill her with my team. Following round I quested for the win.
I ended up with a total of two local troubles (Frodo and Elrond), -15 threat from three Gandalfs. The only plot/villain-combo that could have been dangerous would have been unholy alliance and the hand of Castamir with an ugly attack chain.
Finally with a clean win I moved to:
3) The wastes of Eriador: This was the quest I expected the best performance from my deck, as this is the longest quest by nature of the design, something playing into the hands of my deck. Got Vilya after a mulligan and nothing very tense or exciting happened all game long :(. The opening card reveal gave me the opportunity to grab an enemy of my choice from the encounter deck and everything went smoothly after that. Some notable things: I was forced to bring a side-quest into play (chose lost in the wilderness), which I wanted to clear the following round, what ended up being very lucky, as it not only worked, but during staging I got cold from Angmar which attached to the active quest and instantly removed itself this way :). During stage two I was forced to discard a non-objective ally once it became night by the effect on stage 2b, what happens at the end of the round. As Gandalf is also discarded at the end of the round I chose to trigger the night thing first and discard Gandalf, before he would do it himself (if this isn't allowed it wouldn't have mattered as there were about 15 other allies I could have discarded). Overkilled pack leader in the end by a lot.
It was fun, even though I don't think I will play this deck more often as other hero combinations should work better, while achieving the same goal (the Elrond+Vilya-Combo) and this one is really hit or miss, leading to games you either totally dominate and win without much fear or totally loose. Only the flight game was tense and that probably because of the ringbearer's life ticking down.
Maybe I will try the nightmare version of flight (it's the only of the three quests I have) before I scrap the deck.
Thanks for organising everything Seastan, was fun playing and bidding