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Warden of Arnor 5911
Here I am, stuck in the middle with Dunedain.
This deck started from the idea of using all the side-quest based cards - East Road Ranger, DĂșnedain Message (to be fetched by Weather Hills Watchman), The Long Defeat and of course the side-quests themselves. From there it seemed logical to go in the direction of Dunedain since I already had two Dunedain allies locked in, thus the hero line-up, Heir of Valandil, and rounded out with Damrod and some Forest Snares to make everything a bit safer.
Functions as a support deck in multiplayer. Ranger Spikes of course are a great support card, resources stand a decent chance of stacking up after a while allowing for moving your DĂșnedain Warnings around and more significantly pulling off full power Heed the Dream. The side-quests themselves provide some very powerful benefits in multiplayer, and your most powerful allies in the Guardian of Arnor and Fornost Bowman are Sentinel and Ranged so you can help out the other players while your own enemies sit in their Snares.