The master huntsman, Haldir of Lórien, stalks the Golden Wood. But what to do when journeying the wilds of Middle Earth, helping our heroes? Why, bring the wood with him. Haldir journeys with the Ents, allowing him to hunt in secret from the dark gates of Mordor, to the high seas aboard the Dreamchaser (though best not to ask questions about the latter; the Ents are awfully suspicious of traveling the seas on wooden ships).
Strategy with this deck is fairly straightforward. In setup, use The Grey Wanderer to get Strider out, and Strength and Courage with The One Ring (though Well Preserved can be used instead in quests with early archery). From here, use the loads of card draw to find your gear for Haldir, and load up the board with Ents.
The One Ring takes up one restricted slot, so Golden Belt is important to really getting Haldir pumped up. His ability to quickly kill enemies makes him a perfect fit for guarded cards. I find the optimal loadout is typically to get Glamdring and Orcrist on him. With Strength and Courage, it gets his attack up to 8 (maxing at 11 with the One Ring effect), and you get a card and a resource every time you kill something. With the readying supplied by the contract, enemy heavy scenarios can often give you two cards and two resources per turn. (Note, you need The King's Return to get Orcrist into play, since the contract only applies to the first non-unique card).
The Ents are largely here for their questing power, as ideally you are never engaging anything with this deck. The Derndingle Warriors are the escape valve if you do have to engage something.
The deck was certainly intended to be played multiplayer to help shore up some of this deck's weaknesses, especially in the early game. That said, it holds up surprisingly well in solo, as long as the quest doesn't put you into combat with an enemy right away. This is a pretty glaring weakness, so this is far from a power deck, but it is a blast to play.