The Free Peoples/Shadow Connection: Part I

by Ted Vessenes (vessenes@earthlink.net)

At first glance, it may seem like The Lord of the Rings™ trading card game makes you design two different decks – one Free Peoples and another Shadow. These two decks seem to have no connection with each other. In reality, there are three important connections between the Free Peoples and Shadow decks. The most obvious connection is that of sites. Both your Free Peoples and Shadow decks compete for sites, and some strategies just don't work well together because of overcompetition for good sites.

For example, consider the following Free Peoples and Shadow decks: An Elf deck with Elf allies, Asfaloth, Elven Bows, and a Moria orc deck with all the inexpensive Moria orcs, designed to overwhelm the Ring-bearer. So what's the problem? Sites 4, 6, and 7.

The Moria orc deck wants site 4 to be an underground site, since this will make Goblin Wallcrawler larger (and make the Cave Troll cheaper, if the deck plays him). But the Elf deck wants site 4 to be above ground so Asfaloth lasts another turn. Come site 6, the Elf allies obviously want Lothlórien Woods, giving each ally +3 strength. But Moria Orcs prefer Dimrill Dale, reducing the twilight cost of the first Moria Orc played by 2. And for site 7, Moria Orcs prefer Anduin Wilderland because the archery phase gets skipped. Since the Orcs mostly have 1 vitality, skipping the archery phase makes them far more dangerous. But the last thing an Elf archery deck wants to do is skip the archery phase.

There is another connection between the Free Peoples and Shadow decks. It is subtle and obvious at the same time. Both Free Peoples and Shadow cards are drawn from the same deck. "So what?" Well, consider the above Elf/Orc deck. It is much easier to play the Shadow cards than the Free Peoples cards. The Shadow cards will be 1, 2, or 3 cost orcs (or 0 cost Scimitars). Dropping your entire Shadow hand will be no problem. But the Elf cards will be more situational cards which can't always be played (such as combat pump effects which might not be needed). If you play 6 Shadow cards per turn but only 2-3 Free Peoples cards per turn, your hand will eventually glut itself with Free Peoples cards. Your deck will be unable to effectively attack the opponent, meaning your opponent will race ahead and you will be unable to stop him or her. When mixing a Free Peoples and Shadow deck together, it's important that both decks play a similar number of cards each turn. If your Moria Orc deck plays 6-8 cards per turn, mix it with a Free Peoples strategy that does the same.

The final Free Peoples/Shadow connection stems from another subtle yet obvious fact. Each turn, you must play either Free Peoples or Shadow cards. You are in trouble if you neither want to move forward (play Free Peoples cards) nor let your opponent move forward (play Shadow cards). Suppose your Free Peoples deck can take a while to set up, as with an Elf archery deck. Towards the end of the game, the Elves have no problem moving two sites per turn. But in the beginning, they must move slowly to avoid losing companions. The Elf deck is a "late game" deck. If your Shadow deck uses Uruk-hai (a Shadow strategy that only kicks in at site 5), you will find yourself in quite a bind. In the early game, your opponent can race forward and you won't be able to punish him or her. You will be unable to move more than once per turn. To avoid this problem, mix early game Free Peoples decks with late game Shadow decks and vice versa.

A Free Peoples deck is "early game" if it gets set up relatively quickly and "late game" if it takes a while for your fellowship to become relatively safe. Early decks tend to use lots of replacable events (e.g., Hobbit Stealth) while late decks rely on items and combos with those items (e.g., Aragorn's Bow, Strength of Spirit). A Shadow deck is "early game" if it punishes the opponent more at early sites and "late game" if it hits hard at later sites.

Deck Archetypes

Mixing Free Peoples and Shadow decks together is a tricky business. Finding an optimal fit requires a perfect matching between the sites, the card rate, and the time nature of the decks. Let's start with a brief description of all (currently) viable Free Peoples and Shadow archetypes.

Free Peoples

Elf:
Starts Legolas and Arwen. Plays many Lorien Elves, Elven bows, Haldir, and Elf allies.

Sites:
2: Trollshaw Forest
3: Rivendell Valley
4: Moria Lake
6: Lothlorien Woods
7: Silverlode Banks
Card rate: 2-4 cards per turn
Time nature: Late game

Dwarf:
Starts Gimli and Farin. Consists almost entirely of Dwarf combat pumpage, plus 4 Dwarf Guards.

Sites:
4: Dwarrowdelf Chamber
7: Anduin Wilderland or Anduin Confluence
Card rate: 3-4 cards per turn
Time nature: Early game

Hobbit:
Four Hobbit companions, There and Back Again, and a lot of Hobbit support cards. Starting company is flexible but includes at least 1 Hobbit. Usually plays Boromir to pump Hobbits in combat. Might play Legolas, Greenleaf in conjunction with Power According to His Stature.

Sites:
1: Farmer Maggot's Fields, Green Hill Country, or Green Dragon Inn (variant dependent)
2: Buckleberry Ferry (for some variants)
3: Frodo's Bedroom (for some variants)
4: Balin's Tomb
7: Anduin Wilderland or Anduin Confluence (variant dependent)
Card rate: 3-4 cards per turn
Time nature: Early game

Archer:
Starts Legolas and Arwen and includes Aragorn with Aragorn's Bow. Instead of Elf support cards like the Elf deck, this deck plays more Man support cards such as Athelas and No Stranger to the Shadow. Last Alliance of Elves and Men makes Aragorn a force to be reckoned with. Also plays A Ranger's Versatility to exhaust minions (and thereafter shoot them with archery).

Sites:
1: The Prancing Pony
2: Trollshaw Forest
3: Ford of Bruinen or Rivendell Waterfall
6: Lothlorien Woods
7: Silverlode Banks
Card rate: 2-3 cards per turn
Time nature: Late game

Ranger:
Starts Boromir, Lord of Gondor, and Merry and includes Aragorn. The deck focuses on reducing Shadow number for moving (which in turn causes the opponent Shadow card glut, leaving them without enough Free Peoples cards to defend). Includes multiple copies of No Stranger to the Shadow and A Talent for Not Being Seen, as well as other man support cards like Athelas. Uses 8 stealth cards to thwart most early attacks.

Sites:
1: The Prancing Pony
2: Trollshaw Forest
3: Council Courtyard
7: Silverlode Banks
Card rate: 2-4 cards per turn
Time nature: Early game

Gandalf:
Starts Legolas Greenleaf and Arwen, Legolas Greenleaf and Gimli, or just Gandalf. Uses Strength of Spirit to "reload" Legolas' bow as much as possible. May also include Aragorn for Aragorn's Bow. Designed to shoot down the toughest enemy minions and then kill the remainder with a powerful Gandalf and Gimli, Arwen, and/or Aragorn.

Sites:
1: The Prancing Pony, Shire Lookout Point (variant dependent)
2: Trollshaw Forest (some variants)
4: Dwarrowdelf Chamber (some variants)
7: Anduin Confluence
Card rate: 2-3 cards per turn
Time nature: Late game

Pipeweed:
Starts Gandalf. Plays Gandalf's Cart as soon as possible with a large number of Free Peoples items. In the early game, it resists adding points to the Shadow pool until enough items are stored on the cart. When needed (and the fellowship looks strong enough to withstand an assault), it plays all the items off the card and takes one painful attack. For the rest of the game, any damage done by attacking enemies is done by removing 3-4 wounds by Aragorn's Pipe, leaving the opponent hard pressed to deal any damage. Might play Bilbo to shuffle in extra pipeweed.

Sites:
1: Shire Lookout Point
2: Trollshaw Forest
7: Anduin Wilderland
Card rate: 5-8 cards per turn
Time nature: Late game

Shadow

Nazgûl:
Plays as many fierce Nazgûl as possible. Since Nazgûl are expensive, it's difficult to kill companions with Nazgûl. Instead, the Nazgûl deck focuses on stopping the fellowship from moving more than one site per turn. Vulnerable to Free Peoples strategies using No Stranger to the Shadow, so it plays The Pale Blade and The Witch King to remove powerful Free Peoples conditions.

Sites:
2: Bree Streets or Weatherhills (variant dependent)
3: Ford of Bruinen
9: Summit of Amon Hen
Card rate: 2-3 cards per turn
Time nature: Early game

Moria Swarm:
Plays as many Moria Orcs as possible. No combat pumpage cards are played (except Goblin Scimitar) in favor of more cheap Goblins. Since the deck wins through overwhelming, it's better to spend 1 point for a 5 power Orc than spend 0 points for a 2 power pump card. Can easily play 6 to 8 cards per turn. Goblin Swarms and Goblin Armory provide a steady source of Goblins and twilight tokens.

Sites:
4: Any underground site
6: Dimrill Dale
7: Anduin Wilderland
8: Shores of Nen Hithoel
9: Summit of Amon Hen
Card rate: 5-8 cards per turn
Time nature: Early game

Cave Troll:
The antithesis of a Moria Swarm deck, it is designed to play the Cave Troll of Moria as often as possible. Overwhelming the opponent is not a realistic option, so the deck focuses on making the Cave Troll less expensive and more powerful.

Sites:
4: Any underground site
6: Dimrill Dale
8: Shores of Nen Hithoel
9: Emyn Muil or Summit of Amon Hen
Card rate: 3-4 cards per turn
Time nature: Late game

Uruk-hai:
Designed around playing the most damage-efficient minions possible. Uses Worry in the mid- to late-game to create an alternate win condition: "Win the game if your Uruk-hai win ten Skirmishes". Tends to have few early game plays but can easily play three to five Uruk-hai per turn at sites 5, 7, 8, and 9.

Sites:
7: Silverlode Banks or Anduin Confluence
9: Slopes of Amon Hen
Card rate: 2-4 cards per turn
Time nature: Late game

Mordor:
Like the Uruk-hai deck, the Mordor Orc deck is designed around causing as much damage as possible. In this case, it involves 4 Orc Bowmen to cause early pain with 4 Hate to finish off important Free Peoples characters. The minions include 12-16 Mordor orcs with "Exert to wound defending companion" text.

Sites:
7: Silverlode Banks or Anduin Confluence
8: Shores of Nen Hithoel
9: Tol Brandir
Card rate: 2-4 cards per turn
Time nature: Late game

Whew, that's a lot of information! In Part II, we'll try to make some sense of it and find some good Free Peoples/Shadow fits.

January 14, 2002

 

 

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