Tiny, but wise 3.0

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Tiny, but wise 2.0 3 2 0 2.0
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Zura 249

So i decided that this deck warrants publishing, because almost 2 years after publishing the initial incarnation, this remains one of my favorite archetypes. The deck features none of the original heroes at this point, but it still plays roughly the same, but it's a lot less janky.

The most important change are the heroes. I liked smeagol, but i jumped at the chance of making my earlygame a bit more bearable with Fatty and he's initially just 2 threat above Smeagol, who can become a nuisance in the lategame. Defence-oriented frodo worked better for me and because we still needed a leadership hero, we're going with the triple hobbit lineup.

Playing more events than you normally would is a bit of a trap with council. Because of how many good cards can you fit in this archetype, you don't need to fill it with mediocre events to keep triggering the contract. Just getting some resources and cards out of it is still really busted. It provides cards and resources from the very start without us needing to draw any engines. It's a very underrated contract and in builds like this where we have a stack of very powerful cards in general with no dead draws it really helps you push your deck over the edge. The draw with the contract is very good, allowing you to often draw your entire deck in longer quests. And drawing your whole deck of one offs is significantly better than drawing your whole deck of 3x cards, because of the wealth of options it gives you.

Some controversial choices explained: Barliman Butterbur - he's a pretty bad card on paper, but he allows you to quest with Frodo and gives you an emergency block that doesn't require you to take a threat hit. He quests for one and with the safety net he provides it was good enough to not be cut from the deck.

Wilyador - in longer games he's extremely inefficent but he's an attacker without a huge frontloaded cost which often saves games.

Playing both Inner Strength and Power of Command - depending on what the other players are running and what scenario are you playing you can grab whichever one works better, although i tend to prioritise Inner Strength. Power of Command gives you some stupid overpowered questing when coupled with Faramir, Red Book of Westmarch and Merry and in lategame, you can carry questing for your whole party this way.

Timely Aid - tha casino card. If we draw it turn one, we can get an absurd advantage out of nowhere. It's kind of dead otherwise, but it's a single dead card that will sometimes just win a game by itself.