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Eeyoreprime 145
This is a very fun deck to play, especially with a group of 2-4 players. I have always been a big fan of side quests due to their versatility and ease of changing out to suit the current quest and group make-up.
Starting Hand
Here is a list of cards I look for in my starting hand. Any two or three of these cards is considered successful.
- Hobbit Pony
- Magic Ring
- The Long Defeat
- The Road Goes Ever On
- Rider of Rohan
- Arwen Undómiel
- Any side quest
Side Quest Order
Side quests can be swapped in to fit the need of the encounter, but this is generally the order in which I go. I generally save the 1 resource cost quests for last, unless I need their boost sooner. Always make sure to have a group member add side quests to their deck too! Having someone carry a Send for Aid and Prepare for Battle in their deck is very helpful.
Other Mentions
- Card Draw - The Long Defeat, Foe-hammer, Daeron's Runes
- Cancel - Halfling Bounder, A Test of Will
- Healing - Warden of Healing, Honour Guard
Sideboard
- Athelas and/or Elrond for encounter decks with nasty condition attachments
- Thror's Map for those pesky travel effects
- Double Back if you or your group are having threat issues
- Scout Ahead if there are some monstrously terrible encounter cards you want to remove
Final Thoughts
A variant of this deck I built included Círdan the Shipwright instead of Merry. This gave it an extra card draw boost, but the starting threat was too high and Merry pairs better with Magic Ring for threat control.
Song of Eärendil can be very interesting on Merry in a group setting to help your team keep their threat down. I have played several matches where this card can save the team for engaging unwanted enemies for an extra round.