I had been wanting to explore the Dunedain archetype for a while and never got around to it until recently. I had an idea of combining it with traps due to the natural synergy and came up with this. The results were very impressive -- much more than I had expected. Then I looked around and saw that there are unsurprisingly many variants of this, including a popular "Dunedain Trappers" deck by Seastan.
Compared to that deck and its variants with Aragorn, this one takes advantage of some newer cards that were released since. The biggest change is using MotK Haleth, which eliminates the need for Master of the Forge. In some scenarios you might have trouble questing successfully on turn one, but usually after that her ability hits something almost every turn. The downside is the total lack of threat reduction, but unless there is a risk of hitting 50, it rarely matters as you will want to engage most enemies anyway. Emyn Arnen Ranger and Followed can add a lot of , and Fornost Bowman helps for those enemies that you need to get rid of. Armored Destrier and Outmatched ensure that you can stay engaged with a lot of enemies (even up to 6 or 7 without too much concern).
I like to keep my decks on theme when possible, so you won't find things like Steward of Gondor or Daeron's Runes here. Honestly they aren't needed though. The hardest part is before you have engaged any enemies. During that time, don't be afraid to play a Sarn Ford Sentry for its even if you get no card draw. Once you engage your first enemy, things start to open up, and when you have 2 or more enemies engaged, everything will snowball and your board will start to fill up quickly from the increased card draw and resource acceleration.
There is no healing in the base deck since it isn't needed in most scenarios. All allies have 2-3 and as I mentioned above you will end up with a lot of them on the board, so you can usually spread a light amount of archery damage among them if AOE damage like Necromancer's reach isn't a concern. For scenarios that have heavy archery damage or other direct damage effects, add in either 2 Self Preservation or Athelas if condition removal is also needed.
For your starting hand, the priorities are DĂșnedain Warning and any of the allies and attachments.