Voyage Across Belegaer - Good win rate
Sir RageQuit 33
Description
Pretty fun quest, we played it very many times, and these decks won more than we lost. The biggest danger is getting too many ships coming out early, or at once, in which case, there isn't really anything you can, and you will likely lose. For instance, you have a ship in the staging area, then you get 2 more during Staging. Or, if you get back to back of the same Treachery. That will probably kill you too.
Basic strategy is to get as many cheap allies out early as possible to sail. Tactics deck takes 100% of the enemies, the Spirit/Lore player builds up questing, location control, and threat reduction. Tactics player uses Narelenya, other player uses Dream-Chaser. Tactics player sails and tries to avoid enemies when they are the first player. Then they take enemies when they are not the first player, as they don't have to use all their allies to sail.
Spirit/Lore player mulligans for Master of the Forge #1, then Light of Valinor, Healer, Gleowine. It's crucial for this player to get as many attachments out into play as possible. Asfaloth is needed for location control. The first Unexpected Courage should go on Elrond, in hopes of getting Vilya on him, so you can use Vilya every round plus quest Elrond.
Eleanor exists only to cancel the Treacheries that deal 1 damage to every char. If that happens, you will probably lose the game, because almost every allies only has 1 hit point.
Ideally, you can control the enemies coming out through low threat. If they do come out, it's good to use Fog Bank so you can kill the boarders in one round, then the ship in the other. If the 44 threat ship comes out (with archery 4), it's usually best to leave it in the staging area, assuming you have Warden of Healing, who can use Elrond's healing buff to heal that 4 damage each round.
The Tactics player doesn't use Attachments, because they take all the enemies, get all the boarders, and that penalizes or loses attachments. If Spirit player has Light of Valinor on Glorfindel, then the other player can play Rivendell Bow on Glorfindel, which gives a nice ranged 3 Attack each round to help kill enemies.
Once you have a good board state late in the game, Tactics player can mow through killing a ship plus all the boarders in one round. While the other player is drawing an extra card with Gleowine, getting an Attachment with Master of the Forge, and using Vilya/Unexpected Courage to put a good card into play for free, while Glorfindel doesn't exhaust to quest.