In other card games, (mostly competitve ones) there are always "staples" aka the cards that are going to be in every single deck you make no matter what. These cards are usually auto-included for a variety of factors including cost, power, and application (aka theres never a game where they wont be useful).
I wanted to create a list by sphere of the staples for that sphere. If a card is on the list, doesnt matter if i'm running 1 or 3 heroes matching that color, i'm still running that card in my deck.
Please feel free to add or debate
Leadership:
Steward of Gondor - The most powerful resource generating card in the game. Pays for itself the first turn you play it and has zero restrictions. In fact aside from just the resources, adding the gondor trait can help influence other combos as well. Probably the most obvious on this list.
Sneak Attack - On surface value its just ok, but with Gandalf its been the nicest combo since day 1. At a cost of 1 its easily playable. No reason not to run it plus Gandalf anytime leadership is being used.
Errand Rider - Leadership has all the good chump blockers, Snowbourn Scout was the token redshirt for a long time but I think he'll be replaced by the new leadership ally in blood of gondor who I couldnt justify putting on this list since hes not out yet. Errand Rider is just as cheap but can also help smooth out resources if using multiple spheres. His 2 hp is a nice overlooked asset too.
Notable Exceptions: Faramir (too costly if only 1 leadership hero), A Very Good Tale (unnecessary in decks that arent ally heavy)
Lore:
Warden of Healing - with the start of archery damage on enemies, sometimes having a stud defender or chump blockers isnt the answer to all your issues. He's cheap and can heal two targets. Theres always a place for him in my decks.
Master of the Forge - I personally view attachments as the most powerful player cards in the game as there are very little encounter card effects that force you to get rid of them. Being able to grab one potentially each turn is money.
Daeron's Runes - Almost didn't include this because in mono-lore Mithrandir's Advice might be the card draw of choice, but it's zero cost is still usually too good to ignore.
Ranger Spikes - For a cost of two, having an enemy ignore engagement checks and decreasing their threat value is ideal in almost every scenario. Only times this isnt ideal is on enemies with archery or enemies that engage you on their own like Attercop Attercop. Even then its not the end of the world cause they can be targeted with things like forest patrol
Notable Exceptions- Ithilien Tracker and Secret Paths (both are great but not powerful enough to be in every lore deck), Asfaloth (Glorfindel only) and Burning Brand (super powerful but doesnt fit in every deck)
Spirit:
Arwen - Two will power is good enough to justify play, but her ability just puts her over the top. +1 Def and sentinel is just so great particularly in multiplayer
Imaldris Stargazer - Fixing draw order is great particularly for spirit which doesnt really have too many cards to help with card draw
Unexpected Courage - Only costs two and permanently gives you an extra action each turn. Can also be stacked. One of the better attachments in the game.
A Test of Will - the most reliable way of all important treachery cancellation. Quite cheap as well. Probably the most obvious card on this list along with steward of gondor.
Galadrim's Greeting - kind of expensive but the payoff is worth it. decreasing threat by 6 is the biggest decrease the game has outside of Strider's power. Even in a deck with a single spirit hero its not a bad idea to save up for this card.
Dwarven Tomb - see the previous two items on this list...
Notable exceptions: Bofur, Hasty Stroke, Elrond's Council (Noldor only)
Tactics:
Vassal of the Windlord - only costs 1 for a 3 attack which is on par with most heroes. It is only for one turn but then the discard can be comboed with other things like horn of gondor, imrahil, and the soon to be released Eomer. Always room for cheap 3 attack in my decks.
Defender of Rammas - 4 defense is just too nice to pass up
Feint - cheap and can be pivotal against big enemies. always good to avoid having enemies attack if it can be helped.
Horn of Gondor - this spheres only method of resource generation. plus just gameplay wise there are usually a decent amount of characters leaving play. only weakness is its a restricted attachment.
Notable exceptions: Gondorian Spearman (really hard for me to leave out, but sometimes if i need to pick just one tactics defender ally i resort to the stability of the defender or rammas over the direct damage of the spearman), Foe-Hammer (useless if no weapons, but dagger of westernesse may change this as its a more universally usable weapon that what we currently have), Hands Upon the Bow (requires ranged).
What do you guys think? any other cards you always include? Some from this list you dont?