|Fellowships using this decklist|
|Forth Dúnedain Defenders to Deadman's Dike||0||0||0||1.0|
|Three Undead Hunters for Treachery of Rhudaur||1||0||0||1.0|
|Three Undead Hunters for The Dread Realm||3||1||0||2.0|
|Card draw simulator|
Odds: 0% – 0% – 0% more
Primary roles and what to attach to which hero:
Beravor defender and card draw
- Burning Brand
- Gondorian Shield
- Dunedain Warning
- first Steed of the North
- War Axe
- Swords of Numenor or Ranger Spears
- Celebrían's Stone
- Armored Destrier
- Ranger Spear
- second Gondorian Shield
- second Steed of the North
- Dunedain Warning
Make sure to mulligan for Strider or Celebrían's Stone! The one exception is opening hand has lots of cars draw and hope you can draw one. You often won't have an enemy stay engaged to let Halbarad quest without exhausting. Beravor can help quest but early on Beravor is needed to defend or draw cards more.
Cold from Angmar can blank hero text boxes. Best to assign damage to Halbarad since his ability won't come into play much. Do watch out for Bitter Wind dealing more damage before the contract flips and healing comes online.
The feints are helpful to hold off early warg assaults. This should help get set up and Aragorn to clear out the board so Beravor can start drawing cards. They're also good if Pack Leader exhausts a few characters for engagement. If each hero has a Steed of the North, you can play around the Pack Leader forced effect and ready heroes after it.
Aragorn with a War Axe, another weapon or 2, and Roheryn is very nice. He can dispatch the wargs without needing to defend.
Beravor is also top priority for Steed of the North to allow to draw cards after questing. Either an enemy won't be revealed and if no enemies are engaged then can draw or an enemy revealed and going to be engaged and want to use ability to draw during Travel. Halbarad is second because Aragorn can clear enemies pretty well and won't always have enemy engaged when Halbarad quests.
As you may note from the quest logs, this deck has also been successful against Escape from Mount Gram and Across the Ettinmoors.
For Escape from Mount Gram, I recommend starting with Aragorn. He has a good chance of getting a Leadership icon from Sword that was broken. At the very least he is a still a good target for most of the attachments if they're rescued of put into play with Dungeon Guard. His ability also makes taking enemies out pretty easy.
In Across the Ettinmoors, the safe locations can help keep the deck from getting overrun with enemies as they tend to be tough and hard to take down in a single turn especially early on. Returning 2 or 3 enemies to the staging area then optionally engaging one that can be taken down is very helpful. Then Aragorn's ability can engage the highest threat one to help with questing the next turn. Also note that safe keyword blanks side quests. If Make Camp is in play you can use the flipped contract to heal while it's blanked.