Importing Custom Content to DragnCards

Step 1: Create images of your custom cards

There are a couple options:

  1. (Most popular) Download Strange Eons and watch this great tutorial.
  2. Install Photoshop and use GeckoTH’s templates

Step 2: Upload your images to the web

There are a million options. One possibility is

Step 3: Load the cards into DragnCards

Open up a room and go Menu->Spawn card->Create your own card. Repeat this for all your cards. The URLs for the images you uploaded in Step 2 will be required here. Make sure the URL ends with .jpg or .png.

Step 4: Rearrange your cards

Drag the cards to the places that you want them to spawn in next time you import them. The order of cards in play will be preserved, but any cards placed in the encounter deck or a player deck will be shuffled next time you import them. Any cards that are attached to another card will become unattached next time you import them.

Step 5: Export your cards

Click Menu->Download->Export cards to obtain a text file. This text file contains all the cards currently loaded in the game. It is different from the game state though. The game state contains all the information about the game, like the current round, player threat, etc., and when you load a game state, the current game state is replaced with the loaded one. This file, however, is just card data. When you import it, the cards will be added to whatever cards exist in the game, just like loading a deck.

Step 6: Share your file

Send this file to other people so they can enjoy your work!

Step 7: Import your cards

Click Menu->Load->Load custom cards to get your cards into the game!

News: A Long-extended Party – Worthy of Remembrance

Hall of Beorn

With a community as active and passionate as ours, it should come as no surprise that there would be a concerted effort to continue the game after the official releases end. I’m fortunate enough to have played a minor role in a community effort known as A Long-extended Party. For those who have been hibernating in a cave, A Long-extended party is an unofficial, fan-made project for The Lord of the Rings: The Card Game. It is not endorsed, supported or affiliated in any way with FFG. Being entirely volunteer-driven, the content created by ALeP is a non-commercial fan release, distributed without pay or profit, for the sole intent of private enjoyment by fans of the game.

Between a day job as a laboring bear, and side projects like Hall of Beorn Card Search and the new Beorn Bot, I don’t have as much free time as I would like. I…

View original post 471 more words

A Long-extended Party: A fan-driven effort to extend the life of the LotR LCG

On Friday August 30th, 2019, Andrew Navaro, head of FFG Studios, announced that the Vengeance of Mordor cycle would be the last cycle developed for the Lord of the Rings: The Card Game. But wait! He also said that it does not mean the end of the game as a whole. No, Pippin, the journey doesn’t end here. Navaro said that after a “break” of some unspecified duration, there would be new content for the game once again. I highly recommend watching his statement yourself here. Seriously, if you’ve only read about the news, go watch it. It’s way less gloomy than the impression you may have gotten from some fan reactions.

Navaro called it a new “iteration” for the game, and while that could mean any number of things, we know one thing it does not mean. He made it very clear that it will not be a “2.0” version of the game that is incompatible with the previous cardpool, like A Game of Thrones 2.0.

So while we are all left to speculate on what the future of this game might be, we do know two things for certain.

  1. There’s going to be a break in content at the end of this cycle, which will occur mid-late 2020 according to the current release schedule, with no indication yet of how long the break will be.
  2. Even with the new iteration, our beloved game will end some day.

With this in mind, I’ve started A Long-extended Party, which is an initiative to create high-quality fan content for the game. It will start by producing just a single cycle to bridge the gap in content between the end of the Vengeance of Mordor cycle and the beginning of the new content. It will also serve as a practice run for the eventual official ending of the game, where the plan would then be to continue releasing new fan-made cycles.

I expect this effort to be a significant undertaking for anyone involved. We will likely need to divide the workload up among a council of members, like a visionary, a card designer, an encounter designer, a storyteller, an art director, a rules lawyer (a real lawyer too maybe? haha), etc. We will also need playtesters of course.

If this is something that you would like to be involved in, or would just like to observe it as it develops, send a message to and I will send you an invite to the private A Long-extended Party Discord server, where most of the discussion for the fan-cycles will take place.

Regardless of whether you want be involved in the development, if you would be interested in playing it when it comes out, you can influence what content we create by voting in this short poll.

Thank you for reading, and as always, happy questing!

LotR LCG (Digital) Pricing/FAQ

Valor Points (vp)

  • vp are the in-game currency.
  • vp cannot be purchased directly.
  • vp can be obtained in various ways (discussed below)


  • A campaign will consist of 5 quests.
  • The first quest in each campaign is always free.
  • The remaining quests will each cost either $2 or 3750 valor points (vp).


  • Hero packs contain 1 hero card and a 1 copy of 4 different player cards (one card from each of the 4 spheres of influence)
  • A hero pack costs $2 or 3750 vp.
  • You can have up to 2 copies of each player card in your collection.
  • You can buy cards with vp, with the price depending on the card’s rarity.
    • Common: 375 vp
    • Uncommon: 750 vp
    • Rare: 1125 vp (unconfirmed)
    • Legendary: 1500 vp (unconfirmed)
  • You can also get cards randomly by using Palantir Views.

Palantir Views (PV)

  • If you score 250 vp or higher in a quest, you get a PV for each hero that has not already earned one for that quest:
    • Play a quest with Aragorn/Legolas/Gimli, score 250+ vp, get 3 PV.
    • Play same quest with Aragorn/Legolas/Frodo, score 250+ vp, get only 1 PV.
    • Play a different quest with Aragorn/Legolas/Gimli, score 250+ vp, get 3 PV.
  • A PV, when used, gives you some vp (a few hundred) and a card (that you do not already have 2x of).
  • A PV can also sometimes give you a cosmetic item in addition to the above.
  • A PV also comes with each hero pack you buy.
  • A PV is also obtained each time you complete a campaign.

Free to Play

Once the game goes to full release, it will be free to start playing. Each new player will get the “Core Set” for free. This contains (ignoring cosmetics):

  • Core Set
    • 4 heroes
    • 68 player cards
    • 3,000 vp
    • 1 PV

Founder’s Packs

To participate in early access you need to buy a Founder’s pack. Neglecting cosmetics, here’s how they break down:

  • Shire Pack ($8)
    • Core Set (3,000 vp, 1PV)
    • +5,000 vp
    • +1 PV
  • Steward Pack ($16)
    • Core Set (3,000 vp, 1 PV)
    • +13,000 vp
    • +2 PV
  • Istari Pack ($28)
    • Core Set (3,000 vp, 1 PV)
    • +27,000 vp
    • +4 PV
  • Mithril Bundle ($48)
    • Core Set
    • Shire Pack
    • Steward Pack
    • Istari Pack
    • Total: 48,000 vp, 8PV

Math – what does it take to unlock everything?

At the start of EA there’s 1 free and 4 unlockable quests for 3750*4 = 15,000 vp

There’s 4 hero packs for 3750*4 = 15,000 vp

There’s around 70 valor cards. We were shown most of them (80%+) on the stream. The breakdown for those cards was:

  • 16 Common (8 different cards, 2x of each)
  • 24 Uncommon
  • 14 Rare
  • 10 Legendary

So if we take guesses for the last 20%, we can assume the full card pool is something like:

  • 28 Common
  • 24 Uncommon
  • 14 Rare
  • 10 Legendary

It also looks like each hero pack contains 1 Common, 1 Uncommon, 1 Rare, 1 Legendary. So once you have all 4 hero packs that leaves:

  • 24 Common (375*24 = 9,000 vp)
  • 20 Uncommon (750*20 = 15,000 vp)
  • 10 Rare (1125*10 = 11,250 vp (unconfirmed))
  • 6 Legendary (1500*6 = 9,000 vp (unconfirmed))

So 44,250 vp to buy them all 60 cards straight up. This could be higher if I’ve underestimated the cost of Rares/Legendaries.

This brings the total vp cost of all content to: 15,000 (campaign) + 15,000 (hero packs) + 44,250 (valor cards) = 74,250 vp

If you earn on average 250 vp for a 20 minute playthrough, it will take you roughly 100 hours to unlock everything. But buying everything with vp is a terrible way of getting content, because you will also be earning Palantir Views which, if used smartly, can bring this figure down a ton.

Optimal Purchase Strategy

By using each hero to beat each quest, you get (4 core heroes + 4 pack heros) * 5 quests = 40 Palantir Views. This will take at least 15 playthroughs, or about 5 hours. You will also have earned at least 15*250 = 3,750 vp from those wins.

This brings the total number of PV to:

  • 40 from hero/quest completions
  • +1 from Campaign completion
  • +4 (1 in each hero pack)
  • +1 from the Core Set
  • +1/2/4/7 for Shire/Steward/Istari/Mithril founder’s pack

So in total that’s 45+ PV. We’ve seen each PV grant a random card and around 300 vp. This should get you 45 of the 60 cards you need to unlock, plus 45*300 = 13.500 vp.

So it looks like the smart strategy is to buy 15 commons with vp (15*375 = 5,625), and unlock the remaining 45 cards with PV.

So with this optimal purchase strategy, the total cost of all content looks to be:

  • 15,000 vp for quests
  • 15,000 vp for hero packs
  • 5625 vp for buying up some commons
  • 45 PV earned through play in a reasonable amount of time

Then from all your valor obtained with the PV, you can almost buy the next full campaign, which unlocks another 40+ PV, and so on.

Mithril Bundle

With the Mithril Bundle ($48) granting 48,000 vp and 8 additional PV, it looks to be more than enough to get all the content, given this purchase strategy.

Shire Bundle

If you are looking to get all the content for cheaper, it seems like you could go in at the Shire level ($8) which gets you 8,000 vp, more than enough to buy 15 commons, then buy all the hero packs and quests for $2 each ($16) which would allow you to earn the 45 PV.

Free to Play

Once the game goes free to play, there will be people looking to avoid spending any money whatsoever. How much of a grind will this be to them?

Once you earn enough valor to unlock the quests (15,000 vp for the first campaign) and hero packs (15,000 vp for the first 4), you will have likely earned 45 PV already (if you’ve been rotating your hero lineups). But you’d still like another 5,625 vp to buy up 15 common cards before using the Palantir. But you can get this vp simply by first using around 20 PV (which grant a few hundred vp per use), then buying your 15 cmonnons, then using your remaining 25 PV to grab the rest of the cards.. So the cost to a free player will mainly be from the quests and hero packs (30,000 vp total).

If you earn on average 250 vp for a 20 minute playthrough, it will take you roughly 40 hours to unlock everything with a fully free-to-play strategy.

Seastan’s Reduced Quest Gauntlet (Updated Feb 2021)

At the time of this writing, there are nearly 100 quests available for this game. Two months ago I embarked on a mission to play through each one of them (in nightmare mode, when available) with a single deck, with no modifications.

The result can be found here:

I really enjoyed the challenge because it forced me to replay every quest, even the ones I don’t like and would never revisit otherwise. I wanted to take the opportunity, while all these quests are still fresh in my recent memory, to outline what I call the Reduced Quest Gauntlet (RQG).

The idea of the RQG comes from the fact that I want to design other decks that can be considered “One Decks” that can beat every quest in the game, without the actual tedious part of playing through literally every quest out there. I would like to have a shorter list of quests, such that any deck that can beat all the quests in the shortlist can beat all the quests in the game. This is the RQG.

For instance, it’s hard to imagine any sort of deck that can beat every quest in the game except for Passage through Mirkwood. So for a deck to be considered a One Deck, I don’t think it’s ability to beat this quest even needs to be checked.

Just how short can we make the RQG? Well, we have a number of quests that are auto-includes because they include prisoner heroes. These quests are sufficiently unique in that they can completely cripple a deck that relies on the synergy between the heroes:

  • Escape From Dol Guldur (1 hero captured)
  • Escape from Mount Gram (2 heroes captured)
  • Flies and Spiders (all heroes captured)

I’ve left out Uruk-Hai (1 hero captured) and Long Arm of Mordor (all heroes captured) because they represent easier versions of one of the quests above.

We then need some quests that place specific demands on the player deck. These are:

A lot of willpower questing, with no time to turtle:
  • Race Across Harad
A lot of battle and/or siege questing, with no time to turtle:
  • The Battle of the Five Armies
A lot of combat early, with no time to turtle:
  • The Three Trials
A lot of allies. I chose the hardest sailing quest for this:
  • A Storm on Cobas Haven
Few allies:
  • Mount Doom
Low starting threat:
  • The Morgul Vale
Good threat management:
  • Return to Mirkwood
Good resource generation:
  • The Druadan Forest
Good healing:
  • The Ruins of Belegost

Good card draw:

  • Riddles in the Dark (if playing standard)
  • Watcher in the Water (if playing nightmare)

I would’ve liked to include a quest that demands a deck with good location control, but in solo I can’t think of any. Quests with that focus, like The Hills of Emyn Muil, tend to be on the easier side and can be beaten by a generic deck. If you have a recommendation, let me know.

The same goes for a quest that demands good card draw. A quest like The Long Dark is too easy. However, I think good location control is somewhat already covered by the demand for good willpower, and good card draw is just naturally going to be found in any sort of power deck, so I don’t think we definitely need a quest to challenge these aspects. Still,

Now that we’ve required our deck to be good at all the general aspects of the game, we need to take a look at what quests remain, and whether they have any demands that aren’t met by a standard well-rounded deck.

The quintessential example is of course:
  • A Journey to Rhosgobel

Which requires not just good healing, but a specific type of focused healing. It might also be beaten by a clever trick using location control to clear the Rhosgobel location, followed by more generic healing. Either way, this quest definitely puts some unique demands on the player deck.

We should also include:
  • Shadow and Flame

For the unique 0-threat mechanic it starts out with, followed by a boss enemy attacking you from turn 2 onward unless you’ve got some repeatable threat reduction.

Then there’s:
  • The ​Nin-in-Eilph

Now, this quest demands a lot of willpower and threat management, which have already been taken care of above to a more extreme degree, but Nin-in-Eilph is unique in that its first stage places a severe restriction on your deck which makes it difficult to set up properly.

I think we also need:
  • Deadmen’s Dike

Because it directly counters Erestor-type power decks that win by burning through the player card deck and dumping everything on the table quickly. At the very least, such a deck needs to either win while playing more conservatively, or find room for Will of the West in the deck list (in Deadmen’s Dike you lose if your deck runs out of cards).

Now we come to a split depending on whether you’re doing the standard version or the nightmare version of the quests. For standard mode, we add:
  • The Battle of Carn Dum

Since it’s one of the toughest quests in the standard quest pool (it’s nightmare version is eclipsed by other nightmare quests).

Nightmare mode has a couple more to contend with:

  • Encounter at Amon Din Nightmare
  • The Blood of Gondor Nightmare
  • The Lonely Mountain Nightmare

Just in terms of how many encounter cards and/or attacks that these three scenarios can throw at you, I found them to be pretty challenging in their own ways.


The last thing I want to do is set an ordering for the Reduced Quest Gauntlet, from what I consider the easiest to hardest quest for a One Deck candidate to beat. This ordering serves two purposes. One is to see how far you can get, starting at the easier end and going forward. The other, which I plan to use it for, is to start at the hard end, so that if you get stuck you can make tweaks to the deck before you get too heavily invested in the process. It would be a shame to get to the last and hardest quest in the list only to realize that the only way your deck can beat it is with a couple changes.

Just one note before I get to the list. This is not what I consider to be an overall ranking of quest difficulty. This is what I consider a difficulty ranking specifically for One Deck candidates that are supposed to be good at everything. Note how Journey to Rhosgobel is near the end of the list. This is because it’s hard for a well-rounded deck to beat. Overall it’s actually a very easy quest if you specifically build for it.

If you are playing standard:

  1. Riddles in the Dark
  2. Flies and Spiders
  3. The Druadan Forest
  4. Escape from Mount Gram
  5. Race Across Harad
  6. A Storm on Cobas Haven
  7. The Morgul Vale
  8. Deadmen’s Dike
  9. Shadow and Flame
  10. The Three Trials
  11. The Battle of Carn Dum
  12. The Ruins of Belegost
  13. The ​Nin-in-Eilph
  14. A Journey to Rhosgobel
  15. Return to Mirkwood
  16. The Battle of the Five Armies
  17. Mount Doom
  18. Escape From Dol Guldur

If you are playing nightmare:

  1. Flies and Spiders
  2. The Watcher in the Water
  3. The Druadan Forest
  4. The Lonely Mountain
  5. Escape from Mount Gram
  6. Race Across Harad
  7. A Storm on Cobas Haven
  8. The Morgul Vale
  9. Deadmen’s Dike
  10. The Blood of Gondor
  11. Shadow and Flame
  12. The Three Trials
  13. Encounter at Amon Din
  14. The Ruins of Belegost
  15. The ​Nin-in-Eilph
  16. A Journey to Rhosgobel
  17. Return to Mirkwood
  18. The Battle of the Five Armies
  19. Mount Doom
  20. Escape From Dol Guldur

Can you beat them all? Did I miss any? Let me know!


After further reflection, I’ve added a few more quests to the RQG because they present unique challenges to an all-round type deck. I will keep this section updated with any future releases that belong in the gauntlet as well. These quests should be added to both the standard and nightmare RQGs.

  • Journey to the Cross-roads

Because you essentially have to deal with an extra enemy every round on top of the regular encounter card, with no time to turtle.

  • The City of Corsairs

Because typical decks do not have a good answer to the sudden engagement of a huge battleship and a Corsair, as well as whatever else comes off the top of the encounter deck, all on the first turn.

  • The Steward’s Fear

Because it demands your deck to be highly adaptable partway through the quest, needing to be able to reduce threat or conserve your deck, etc. (thanks for the suggestion rouxxor).

Update (06/2019)

I’ve been through the RQG now (the nightmare version) a few times, and I think I can trim it down a bit further. Here is the updated list, followed by some reasoning for why certain things were cut.

    (NM) Escape from Mount Gram (captured heroes)(NM) A Storm on Cobas Haven (sailing)(NM) Encounter at Amon Din (early willpower)(NM) The Three Trials (early defense)The Ruins of Belegost (direct damage)(NM) The Lonely Mountain (max willpower and deck management)(NM) A Journey to Rhosgobel (healing)(NM) Return to Mirkwood (threat)(NM) Journey to the Cross-roads (early attack)(NM) Shadow and Flame (big boss)(NM) The ​Nin-in-Eilph (burst willpower, play restritions)(NM) The Battle of the Five Armies (battle and siege)Mount Doom (anti-swarm)(NM) Escape From Dol Guldur (lol)


  1. City of Corsairs – This requires handling early engagement, but with the 2 ships starting at your side, I think it”s easier than the early engagement in The Three Trials.
  2. The Steward’s Fear – Due to the random plots, you could replay this until you get an easy one (like Assassination)
  3. Watcher in the Water – The combat is no harder than the other ones in the list. The only reason this was here was due to the scrying needed for Doors of Durin test, but I think this can be replayed pretty easily until you get lucky, or game it by running down the encounter deck to 1 or two cards and determining the letter by process of elimination.
  4. Deadman’s Dike – This tests your ability to conserve cards in your deck, but the Lonely Mountain already does this.
  5. Flies and Spiders – This hero capture quest allows you to build up your board state first, and frankly isn’t all that hard. NM Escape from Mount Gram tests the hero capture better.
  6. The Druadan Forest – If your deck doesn’t have some way to generate extra resources, there’s no way you’re beating most of the other quests here.
  7. Race Across Harad – Not as bad of a willpower race as Mount Doom is.
  8. The Morgul Vale – This one really punishes you for a high starting threat, but not as badly and Return to Mirkwood does.
  9. The Blood of Gondor – The Battle of the Five Armies is a tougher test of siege. Other than that, this quest is just hard, but there are plenty of other hard quests on the list.

Update (02/2021)

After the last official quest has been released, I think it is time to look back on the list and update it to include some recent ones, and drop a few that have proven to not be needed. Some of the information on this update comes from The Mormegil experience doing his own One Deck Playthrough, which you can read about here:

What I removed:

  • NM Encounter at Amon Din. Reason: It’s a hard quest to be sure, but there is no unique hurdle to overcome. You just need a good, well-rounded deck, which most contenders should be already.
  • NM Storm on Cobas Haven. Reason: The unique thing about this one is that it’s the hardest sailing quest, but while it is certainty difficult the sailing is not that difficult to pass, even if you aren’t doing an ally swarm. A hero-focused deck like Three Hunters is going to be stonewalled on other quests in the Gauntlet, like Dol Guldur to name one.

New list:

  1. Nightmare A Journey to Rhosgobel (need at least 1 healing card and 1 location control card in your deck)
  2. Under the Ash Mountains (need to be able to conserve your deck usage)
  3. The Battle of Carn Dum (need good shadow management, turn 1 battle)
  4. The Ruins of Belegost (need good healing)
  5. Nightmare Journey to the Cross-roads (need strong early attack power)
  6. Nightmare The Three Trials (need to withstand early attack pressure)
  7. Nightmare Return to Mirkwood (need good threat reduction)
  8. Nightmare Shadow and Flame (need to handle a huge boss that punished both a big defender and chump blocking)
  9. Nightmare Blood of Gondor (turn 1 siege)
  10. Nightmare The Nin-in-Eilph (need burst willpower, win rate highly dependent on what stage 2s your deck can handle)
  11. Nightmare The Lonely Mountain (need a high willpower cap)
  12. Nightmare The Battle of the Five Armies (need to have both battle and siege ability, while handling enemy swarm)
  13. Nightmare Escape from Mount Gram (need to have a viable hero and deck for the capture mechanic)
  14. Mount Doom (deck needs to be viable with low character count)
  15. The Fortress of Nurn (deck needs to be 50 cards, and needs to be viable once captured)
  16. Nightmare Escape From Dol Guldur (deck needs to be viable with captured hero)

This new list is not ordered by difficulty, but by the impact the quest will have on your deckbuilding if you are trying to optimize it to have the fewest losses throughout your campaign. The final 4 (in red) are likely to cause a ton of losses if you don’t structure your deck a certain way, and even if you do, may still cause a lot of losses, making them high priority for spending a lot of time improving the matchup. Meanwhile, the quests higher up in the list are more easily teched against by including a few key cards (like healing or threat reduction) coupled with the ability to dig them out consistently, but otherwise have no major demands or your deck archetype. 

Boromir and Galdor

Boromir and Galdor

Main Deck

Hero (3)

Arwen Undómiel (The Dread Realm)

Boromir (The Dead Marshes)

Galdor of the Havens (The Grey Havens)

Ally (6)

3x Anfalas Herdsman (The Steward’s Fear)

3x Ethir Swordsman (The Steward’s Fear)

Attachment (22)

3x A Burning Brand (Conflict at the Carrock)

2x Favor of the Valar (The Battle of Carn Dûm)

3x Gondorian Fire (Assault on Osgiliath)

3x Gondorian Shield (The Steward’s Fear)

3x Protector of Lórien (Core Set)

2x Song of Travel (The Hills of Emyn Muil)

3x Song of Wisdom (Conflict at the Carrock)

3x Steward of Gondor (Core Set)

Event (22)

3x A Good Harvest (The Steward’s Fear)

2x A Test of Will (Core Set)

3x Daeron’s Runes (Foundations of Stone)

1x Dwarven Tomb (Core Set)

3x Elrond’s Counsel (The Watcher in the Water)

3x Elven-light (The Dread Realm)

3x Peace, and Thought (Shadow and Flame)

3x The Evening Star (The Grey Havens)

1x Will of the West (Core Set)

3 Heroes, 50 Cards

Cards up to The Grey Havens

Decklist built and published on RingsDB.

Minimum Purchase – Into Ithilien

Minimum Purchase – Into Ithilien

Main Deck

Hero (3)

Beravor (Core Set)

Gimli (Core Set)

Théodred (Core Set)

Ally (28)

1x Beorn (Core Set)

3x Daughter of the Nimrodel (Core Set)

3x Defender of Rammas (Heirs of Númenor)

3x Envoy of Pelargir (Heirs of Númenor)

2x Errand-rider (Heirs of Númenor)

2x Faramir (Core Set)

3x Gandalf (Core Set)

1x Henamarth Riversong (Core Set)

2x Horseback Archer (Core Set)

3x Snowbourn Scout (Core Set)

2x Son of Arnor (Core Set)

3x Veteran Axehand (Core Set)

Attachment (13)

2x Citadel Plate (Core Set)

2x Forest Snare (Core Set)

2x Protector of Lórien (Core Set)

3x Ranger Spikes (Heirs of Númenor)

2x Self Preservation (Core Set)

2x Steward of Gondor (Core Set)

Event (9)

2x Feint (Core Set)

1x Grim Resolve (Core Set)

2x Quick Strike (Core Set)

2x Sneak Attack (Core Set)

2x Valiant Sacrifice (Core Set)

3 Heroes, 50 Cards

Cards up to Heirs of Númenor

Decklist built and published on RingsDB.

Awaken the Ents – The Druadan Forest – Nightmare

Awaken the Ents Solo

Main Deck

Hero (3)

Gandalf (The Road Darkens)

Merry (The Black Riders)

Pippin (The Black Riders)

Ally (19)

1x Beechbone (The Battle of Carn Dûm)

3x Booming Ent (The Antlered Crown)

3x Derndingle Warrior (Escape from Mount Gram)

2x Quickbeam (The Treason of Saruman)

1x Skinbark (The Land of Shadow)

3x Treebeard (The Antlered Crown)

3x Wandering Ent (Celebrimbor’s Secret)

3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (16)

1x Ent Draught (The Treason of Saruman)

3x Expert Treasure-hunter (On the Doorstep)

2x Gandalf’s Staff (The Road Darkens)

2x Good Meal (The Redhorn Gate)

3x Narya (The Grey Havens)

2x Shadowfax (The Treason of Saruman)

3x Steward of Gondor (Core Set)

Event (15)

3x A Good Harvest (The Steward’s Fear)

3x Boomed and Trumpeted (Escape from Mount Gram)

3x Daeron’s Runes (Foundations of Stone)

3x Entmoot (The Treason of Saruman)

3x Peace, and Thought (Shadow and Flame)

3 Heroes, 50 Cards

Cards up to The Grey Havens

Decklist built and published on RingsDB.

Dunedain Trappers – Carn Dum


Dunedain Trappers

Main Deck

Hero (3)

Amarthiúl (The Battle of Carn Dûm)

Aragorn (The Watcher in the Water)

Damrod (The Land of Shadow)

Ally (20)

2x Dúnedain Hunter (The Lost Realm)

2x Dúnedain Watcher (The Dead Marshes)

3x Galadriel (The Road Darkens)

3x Guardian of Arnor (The Battle of Carn Dûm)

3x Master of the Forge (Shadow and Flame)

3x Northern Tracker (Core Set)

2x Sarn Ford Sentry (The Lost Realm)

2x Warden of Annúminas (The Lost Realm)

Attachment (17)

2x Celebrían’s Stone (Core Set)

3x Forest Snare (Core Set)

1x Gondorian Fire (Assault on Osgiliath)

2x Gondorian Shield (The Steward’s Fear)

2x Heir of Valandil (The Lost Realm)

2x Ranger Spikes (Heirs of Númenor)

3x Steward of Gondor (Core Set)

2x Sword that was Broken (The Watcher in the Water)

Event (13)

3x Daeron’s Runes (Foundations of Stone)

3x Deep Knowledge (The Voice of Isengard)

2x Descendants of Kings (Escape from Mount Gram)

3x Feint (Core Set)

2x Tighten Our Belts (The Nîn-in-Eilph)

3 Heroes, 50 Cards

Cards up to The Land of Shadow

Decklist built and published on RingsDB.

The Moneymaker – Flight to the Ford Nightmare


The Moneymaker

Main Deck

Hero (3)

Arwen Undómiel (The Dread Realm)

Gríma (The Voice of Isengard)

Théodred (Core Set)

Ally (11)

1x Galdor of the Havens (The Treachery of Rhudaur)

3x Gandalf (Over Hill and Under Hill)

1x Gildor Inglorion (The Hills of Emyn Muil)

1x Lindir (The Battle of Carn Dûm)

3x Sailor of Lune (The Grey Havens)

2x Treebeard (The Antlered Crown)

Attachment (21)

2x A Burning Brand (Conflict at the Carrock)

2x Gandalf’s Staff (The Road Darkens)

3x Keys of Orthanc (The Voice of Isengard)

2x Narya (The Grey Havens)

3x Protector of Lórien (Core Set)

3x Steward of Gondor (Core Set)

3x To the Sea, to the Sea! (The Grey Havens)

3x Unexpected Courage (Core Set)

Event (18)

3x A Test of Will (Core Set)

3x Daeron’s Runes (Foundations of Stone)

3x Elrond’s Counsel (The Watcher in the Water)

3x Elven-light (The Dread Realm)

3x Gaining Strength (The Steward’s Fear)

2x The Galadhrim’s Greeting (Core Set)

1x Will of the West (Core Set)

3 Heroes, 50 Cards

Cards up to The Grey Havens

Decklist built and published on RingsDB.