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The One Ring, Isildur’s Bane
Frodo, Courteous Halfling
Alcarin, Warrior of Lamedon
Turgon, Man of Belfalas
1. Western Wmyn Muil (Anti Ring Bound)
2. Rohirrim Village (No Archery VS your Dunland Men)
3. Westernment Plains (No Archery VS your Dunland Men Again!)
4. White Rocks (Good against Rohan Mount decks)
5. Deeping Wall (Grab Saruman from Library)
6. Hornburg Armory (I have a few possessions)
7. Hornburn Causeway (anti large fellowships)
8. Ring of Isengard (Card Drawing Advantage)
9. Orthanc Balcony (Grab Saruman from Discard Pile at –2 cost)
Free Peoples (37):
1x Foes of Mordor
1x Citadel of Minus Tirith
1x Rally Point
1x Might of Numenor
2x Men of Numenor
2x War Must Be
2x Take Cover
2x Stone Tower
4x Citadel of the Stars
4x City Wall
2x Gondorian Knight
2x Night of Gondor
3x Still Sharp
4x Shards of Narsil
2x Sword of Gondor
1x The Saga of Elendil
1x Sting, Baggins Heirloom
1x No Retreat
1x Wild Man Raid
1x Living off Rock
1x Ulaire Enquea, Lieutenant of Morgul
1x Dunlending Warrior
4x Burn Every Village
3x Hill Chief
4x War Club
1x Hillman Horde
2x Hillman Tribe
3x Dunlending Looter
2x Dunlending Pillager
2x Hillman Band
4x Dunlending Ransaker
2x Saruman Rabble Rouser
This Deck is more designed to go second, so that it can make use of the Dunland friendly sites (2+3 anti archery, 5+9 grab Saruman and 8 for card drawing).
So don’t bid anything.
The FP side of the deck is obviously based around Knights. But not just straight Knights, these are Twisted Knights – as in they have a twist to them ;-)
Some how they’ve been given the use of the Shards of Narsil, this card works wonders for this gondor subculture and you’ll notice how useful knights and their fortifications really are.
The shards are used to stack more shards to save against hand clog + you can stack your additional knights here until your ready to use them + you’ll notice that a lot of the fort’s are unique (stone tower + city of the stars) so stack the extra’s here. It also gives Still Sharp its Oooomf.
You will find that this deck can fly through cards – so 37 cards aside is a nice tidy number, don’t be put off by a slightly larger deck.
The FP side has healing in the form of Athelas + Citadel, not to mention Alcarin’s got his own healing ability (very useful). If you need more perhaps you could add an Elrond HtGG, but I personally find it fine as is.
The whole goal is to transfer the Fort’s how you see fit – and utilise any Pro Fort game text available (eg: both Alcarin and Turgon, Rally Point, Take Cover, Men of Numenor)
The SH side is basically a typical Dunland site control strategy so I wont go into too much detail. But it is one of the best shadow counter parts for the knights, in the way that you go through your deck quickly which allows you to get the cards you need (as in forts for your FP and hides etc… for your SH).
No Retreat can give you the game on your SH side – Especially forcing a move from site 7 to 8.
Living off the Rock can really hurt a Rohan deck + it cost’s 0 so why not play with it?
Dunlending Warrior is my anti-Ally card – to get rid of that annoying Elrond etc….
I added Foes of Mordor because the release of Helms Deep has seen an increase in use of Sauron .
Might of Numenor may seem like a risky healing card – but its only 1 cost, and the knights need all the healing they can get cause their not that strong.
I only use the 2 Saruman’s because there’s 2 sites that allow you to get him into play also ;-)
*You maybe asking why I use 2 of each Gondorian Knight and Knight of Gondor instead of 4 of one type (seeing as their not unique)?? Well its because I found that a balance was needed…. Knight of Gondor’s game text is very useful, but Gondorian Knight’s 1 extra strength is much needed too.
I’d suggest you play this deck a few times before a tournament, because using the fort’s takes a little getting used too – I’m sure you’ll have a lot of fun with it though.
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