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frobp 148
The introduction of contracts to the game during the last cycle made significant changes to the way the game can be played. And contracts are the easiest cards to proxy. So I've been thinking about how adding contracts to the early scenarios (in progression mode) might change how I feel about some of the more punishing quests.
My first thought was: bring Bond of Friendship to (solo) Escape from Dol Guldur, but of course that doesn't work because there aren't enough neutral cards in the Core Set. So then I thought about how Elfhelm might help in (solo) Return to Mirkwood.
Turns out, those few extra turns that his ability grants make a huge difference! I can now consistently win this scenario (though it is still the case that I usually end with 48-ish threat) with a small amount of luck. And I find that almost all of the luck is concentrated in that first card that gets revealed in setup. Because after that you can aggressively scry the Encounter deck with Denethor and Henamarth Riversong and bring back some softball locations with Shadow of the Past to have some decent control over the encounter deck. Don't ever let an Attercop, Attercop enter the staging area!
Get Unexpected Courage and A Burning Brand on Denethor as soon as possible so he can scry and also defend the smaller enemies.